I'll post all my Renders and Animations here, all will be rendered in 1024x768 in Ultra Hi Quality.
Jungle-ish scene:
http://i122.photobucket.com/albums/o...Background.jpg
I'll have one or two more today (Rendering these takes ~2 Hrs per render).
Printable View
I'll post all my Renders and Animations here, all will be rendered in 1024x768 in Ultra Hi Quality.
Jungle-ish scene:
http://i122.photobucket.com/albums/o...Background.jpg
I'll have one or two more today (Rendering these takes ~2 Hrs per render).
What program are you using, if I may ask?
A professional Natural 3D Solutions Program called VUE 6 Xstream.
Very cool.
Ah, terragen?
I had that. :)
I got the newest version. What it is capable of putting out is incredible. Completely new interface though from the old version.
Link
Wowzo, neat!
Here's one of my favourite renders of mine:
http://i35.tinypic.com/14csk1j.jpg
Wow, very nice.
(Read: Fuck, I need to 1^ that!!)
More just to rub the salt into the wound:
http://img261.imageshack.us/img261/8899/rainks5.jpg
Yes... I am an asshole at times... I'm totally stealing your thread here :P
Actually that one would be pretty easy to beat.
Plus mine all have foliage and/or water in them :P
okay, this really comes down to what program you are using, and it looks like you guys are just using default objects and textures that were made by someone else (because two hours is not enough time) and the mountains (first picture) in the background are really nicely rendered and complicated, you couldn't have done that by yourself, so what I am wondering is, what do you do? lighting, inserting graphics, wind-speed, direction?
I would love to see more, you said there was water effects, wind effects...can I see one you did with them in it.
oh the dessert graphic was nice, the next one was okay, I like clouds, but it just didn't match the surrealism...wow, graphics are getting surreal!
Actually I made the mountains, but not the textures.
I positioned the trees, etc. But they were generated by the program from base models, the clouds are spheres with particle textures, etc.
Of course I didn't make any of the textures.
However I did create that scene. You have to have some degree of knowledge and ability to make something with it.
Damn, I didn't think Terragen 2.0 was out yet. I used to be a Terragen fiend.
It isn't.
He preordered it.
Actually, the limited version is.
Oh shit, it is?
I checked their site... Hm. I'll have a look.
Also, here's another render;
http://i122.photobucket.com/albums/o...ers/Sunset.jpg
That's what I meant :P
Default objects? Nah, for my pics, all of the contents were put together and tweaked by myself. The desert scene alone had a variety of perlin noise generators all mixed in on x y z planes in order to create a varied and intense strata imposed upon a normal, procedurally generated landscape. The second one had less imposing landscape effects except for a coastline modifier which allowed me to create the flat open space.
The textures were procedurally generated using perlin noise generators rigged for colour and bump mapping, and the second one had an additional specular shader to create the wet rock/mud look. Hardly any 'default' objects in mine :P
So you made everything or did you just modify what was there? :P
Pretty good Seis. The clouds look kind of weird though. A bit dense, I guess.
Yea, they look a little smeared from the lighting and from putting the render on Photobucket.
They're beautiful, Seis
Does the first one have dynamic lighting? if so, the foliage is missing it (shade below leaves hitting other leaves). I really like the partical matter clouds that you have going on. and the mountains. What kind of graphics card and CPU are you running it on? any lag when moving around in the editor?
I used the shaders available to me, and constructed everything through perlin noise generators. That way I could have sprawling landscapes over an entire planet, whilst maintaining a great amount of detail up close. In a sense, it beats the use of heightmaps (though they can have uses still in Terragen 2). The shader network to render the landscape was put together by myself.
Yea, it has dynamic lighting.
I use an old, old nVidia Geforce FX 5200 and only have 515mb of RAM. My CPU is a Pentium IV.
Nope, no lag. VUE is optimized to run on low amounts of memory, the only performance cost is payed in the rendering.
Yea, which is what I use to create terrains usually unless I want something specific; then I edit the terrain myself.
Some trees (Like those palms in the fiorst pic) I created by editing a base model.
What's really cool in VUE is that each tree is 'grown' individually, off of hte base model. So no two trees ever look alike.
Procedural generation is pretty cool. I've played a game called Noctis, which is a space-exploration game. You literally explore a procedurally generated universe, and you can go to all sorts of different stars and star systems, and land on planets and such. And it hardly takes up any space (it is like a few MB big).
For rendering though, it does pose problems, because a procedural generation engine does not do well with scanline rendering (as you don't deal with meshes or anything of the sort). In fact, the way Terragen 2 renders is completely different to what you see with 3DS Max. However, it does allow for some amazing effects.
How does the terrain go around an entire planet??
Because it is a fractal terrain. It is a fractal algorithm based upon perlin noise, and thus is able to be calculated across a surface. The surface can be curved evenly like a sphere or irregularly, but as long as the surface connects with itself, the perlin noise is adjusted to take that into account. It is also why you can do multiple planets with procedurally generated landscapes on them.
Which is why Terragen 2 rocks so god damn hard.
Shit I am going to try that.
EDIT: Does TG2 have infinite detail for terrains?
I'll take that as a no, it doesn't have infinite detail :tongue:
All terrains in VUE can be zoomed into to infinity, or something close to it.
Fractal is a fractal, you can input as much detail as you want. You can even do fake stones with a separate colour and bump map in order to make them stand out. How much detail is simply dependent on how much you can fit into the shader network and balancing it out with rendering time.
That's not what I mean though.
Every fractal terrain generated in VUE's Detail level is set by the camera, so you can continue to zoom into a terrain and not lose texture or terrain quality.
Yea, but this isn't a setting, it's just the way all terrains are.
But with Terragen 2, it also allows you to do all sorts of crazy stuff with the terrains... more control on what you are able to do with them (because the fractal generators are used for all sorts of things, not just terrain. For example, the clouds and the textures)
I understand what you are saying, and you can do that as well, etc. But each terrain already has multi-thread-like Infinite detail. It has nothing to do with the fractal itself.
wow, I think if rendering is the only thing lagging, that they should just max out the program with it, and then wait the extra time. it would be worth it. This sort of thing does not interest me as graphic designing does. still cool
Yer.
Another stage render (Quality at 59% Awesome, Reduced Resolution)
http://i122.photobucket.com/albums/o...landSunset.jpg
Very beautifully done!
If the software you use is anything like 3DS Max, I commend you. I had to use that program for class a couple years ago and it was, by far, the most complicated program I ever had to use.
No, 3DS Max is a Modelling program, this is a landscape creation tool.
It does, however, use 3DS's Mentalray Renderer.
New render, this one uses Procedural terrains.
Sea of Clouds;
http://i122.photobucket.com/albums/o...s/CloudSea.jpg
Here's a low-quality test animation I made earlier:
http://www.youtube.com/watch?v=25KXS6_8NCA
And a Medium-res Render:
http://i122.photobucket.com/albums/o.../PondScene.jpg
I don't like the water though, so I'm going to change it and re-render in 1024*768
wow seis, those last two really impressed me, great work!
This is fucking win.
Both of you, Seis and Bluefinger, those are awesome :0
The Sea of Clouds picture actually has quite a lucid dreaming theme to it, methinks ;O
More.
Just some crap -
Spoiler for Giant Ship:
Spoiler for Colony:
Spoiler for HillLulz:
All Rendered in VUE 6.
Hi-Res Landscape shot. Damn thing crashed before I had saved it in this state. I had a much better ground cover system worked out an' everyfing :[
Spoiler for Warning: This image is huge:
Blawbs
Woa, some nice stuff in here, Roxy.
Did you use Vue for those Blobs?
Yes, I used a metablob object.
These are beautiful. Will be desktoping some of these :cooler:
Patching together an animation. Here's the first part:
That is very cool.