Foresters Falls

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Foresters Falls // Work in Progress

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Post by W!ZARD // Mar 14, 2006, 12:20am

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Hello..... is there anybody out there? out there out there


Where are all the WIPs? Is everyone hypnotised by the nice shiny new DX9 shaders? No one has posted in the WIP forum for two days. WTF? (Disengages sarcasm mode):rolleyes: ;)


Those of you who vist the tS forums over at Renderosity will be familiar with posts from Forester. Recently she gifted me with some model waterfalls she made (I asked her how but she's keeping her secrets to herself :cool: ).


Forester also makes fabulous and highly accurate Japanese artifacts and you can see these and other goodies at her website: http://www.expandingwave.com/


I think all of her product is available as .cob files which is ideal for us trueSpacers.


Anyway these waterfall models are huge and have been a challenge for my aging computer but it has resulted in some good images (IMHO)


Here are a selection of the best images to date. I'm hoping to get a concensus on which pic people prefer plus any other suggestions, advice, criticisms, compliments or complaints. Only the two arcs of falling water were made by Forester - everything else was made by me using tS 5.1 and tS 6.6 - composed lit and rendered in tS6.6.


So what do y'all think?

Post by W!ZARD // Mar 14, 2006, 12:28am

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Woops! Sorry, didn't mean to type so loudly - I'm compensating because it's so quiet in here!!:rolleyes:

Post by hultek43 // Mar 14, 2006, 2:59am

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I like the bottom two better than the top, the top of that group over the bottom one.....the middle one ;)

Post by rchappell // Mar 14, 2006, 4:25am

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The lighting on the bottom two is incredible, nice hazy quality. My fave is the middle one with the brighter reflection on the water. How did you get the sun ray effect? Is that put in post process?

Post by Johny // Mar 14, 2006, 4:45am

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Nice work. I like all ;)

Post by hemulin // Mar 14, 2006, 8:19am

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Very nice, I agree with Rchappell - nice haze, how d'ya do it, or is that a secret of the trade. :D

I also agree that nobody seems to be posting any new WIP's (apart from this one) or anything else really apart from tS7 bugs, which I find quite annoying as I only have tS7 and so can't reply to any of 'em.

Post by splinters // Mar 14, 2006, 9:44am

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I also agree that nobody seems to be posting any new WIP's (apart from this one) or anything else really apart from tS7 bugs, which I find quite annoying as I only have tS7 and so can't reply to any of 'em.


Don't you mean 'I only have TS6.6' Hemulin? Or have you managed to get an upgrade I don't know about.....;)

Post by GraySho // Mar 14, 2006, 9:58am

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A mix of the second and third would be the best IMO. The spray in the second one is better. The haze might be a little bit too much though, as it takes away the contrast of the trees. If you could manage to modify your water bump, so the water looks calm in the foreground, that would add a lot. Also the waterfall should be more transparent on top, gradiantly going to noisy as it reaches the bottom. Might be hard to realize, but maybe worth trying.


Also nice haze and atmosphere rays you got there wiz. Keep working on it.


Where are all the WIPs? Is everyone hypnotised by the nice shiny new DX9 shaders? No one has posted in the WIP forum for two days. WTF? (Disengages sarcasm mode)


I would post some images of the short movie project of our german forum, but have to discuss that with our project members. Anyway, we are not really that far to show off a lot of stuff. Maybe in a month or two ;)

Post by hemulin // Mar 14, 2006, 12:12pm

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Don't you mean 'I only have TS6.6' Hemulin? Or have you managed to get an upgrade I don't know about.....;)

Sorry typo....:rolleyes:

Or maybe I was dreaming...I dunno...

Post by stoker // Mar 14, 2006, 12:18pm

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Really like the set of images like the haze with the beam of sun shining through:) and also like the refllections in the water, they are fantastic. Great Work:banana: :D

Post by MadMouse // Mar 14, 2006, 11:09pm

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Bottom one gets my vote mate. Excellent work BTW. :)

Post by W!ZARD // Mar 14, 2006, 11:16pm

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Thank you for the kind words and considered replies folks - as interesting response. I posted the pics in order of personal preference - I like the bottom one best myself as the middle picture is too hazy IMHO.


For those who asked about the atmosphere and haze - no great secret:D . Here's how.


First render a picture with no haze at all - like the top image - and use this as a background as follows. In the lower two images I used a setup for the water that took around 12 hours to render - in fact the hardest part of this scene was getting a water texture I liked. It was way harder to get the water right than it was the haze!


The second step involved creating the heavy mist at the bottom of the falls. I did this by importing my image into Universe Image Creator and applying some 'interstellar gas' and a sprinkle of 'Globular cluster'. I then added some more drifting mist using Ability Photopaint by spraypainting and blurring a layer and saving the combined output.


Back to Ts open a New Scene. Create a cube and make one side the same aspect ratio as the original image and paint original image onto the cube. Create a camera that is orientated so that our original image represents our background. You can also put the original image in the background shader but I find my method gives me way more control.


Now create a spotlight and set up a simple volumetrics arrangement and set it up so it shines across your scene and lines up with the implied direction of the sunlight (refer back to original scene). I then imported some of my trusty seagulls and placed them in the spotlight beam. Copy the spotlight and move the copy so it also shines parrallel to the first. I did this twice more for a total

of 4 four volumetric spotlights. Position lights for the appropriate effect.


The flocks of birds now look wrong because they have a different colour cast to the backround and are lit from only one side. Solution? The ever-helpful IBL using the same image as our background cube texture will ensure the birds are lit with the right colours.


One last thing - I found the volumetric effect washed out the background too much. My solution was to use a photographic technique known as a neutral density filter. I made a flat cube and positioned it between the camera and the background cube. I textured the new cube a with middlegray colour-shader and used the Caligari glass reflectence shader with shine, reflection, ambience all set to zero. This creates a filter which can be adjusted (py altering the transmission value of the reflectence shader) and so gives excellent control over the brightness and the contrast of the background image


I adjusted the ambience of the background cube texture to be quite bright so that it shone through my ND filter and also cut through the volumetric haze.


Now there are probably half a dozen easier ways to do this but I found that this set-up gave me fairly precise control over the various levels of volumetric fog, light and background colour.


I should reiterate that this was done in tS6.6. I would be fascinated to know if anyone has come up with a better way to control background exposure levels and so on.


I hope this helps those of you who suspect secrets and magic;) .


ATB


Stephen

W!ZARD

Post by trueBlue // Apr 5, 2006, 9:26am

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Congratulations, well deserved!
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