
exterior
Re: exterior
yeah, nice but the grass pattern is too repetitive
Re: exterior
Thanks for your comment
I'm very glad
Yes the grass is too repetitive but this is native render without PS
The grass is amazing Jure post ! amazing ! Thanks
I'm very glad

Yes the grass is too repetitive but this is native render without PS
The grass is amazing Jure post ! amazing ! Thanks
Re: exterior
What I meant is that the points you use for instancing (or the mesh) isn't appropriate. Points are too far from each other so your instances "float" like small grass islands 
That musht be very easy to fix! it will take you less time than doing it in PS

That musht be very easy to fix! it will take you less time than doing it in PS
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- Posts: 64
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- Location: NL
Re: exterior
@Salvatore:
How to achieve sunshadows that are transparant like yours? is your sun an area light with a high photonpower setting? My shadows are always close to complete black.
Cheers
Ric
How to achieve sunshadows that are transparant like yours? is your sun an area light with a high photonpower setting? My shadows are always close to complete black.
Cheers
Ric
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
- Contact:
Re: exterior
Becouse Fill light is not strong enough. If You use Physky minimum Exposure for this is 3-4. Of coarse IMPORTANT IS TONEMAPING,darickster wrote:@Salvatore:
How to achieve sunshadows that are transparant like yours? is your sun an area light with a high photonpower setting? My shadows are always close to complete black.
Cheers
Ric
Re: exterior
@Salvatore:
How to achieve sunshadows that are transparant like yours? is your sun an area light with a high photonpower setting? My shadows are always close to complete black.
Cheers
Ric
Yes I use Janusz's setting to exterior with Phisical 2, 2 (deep color blue)
power 1.8 to brighten up shadows zone and tonemap 1.2, 4, 30%
But I always test new settings...
How to achieve sunshadows that are transparant like yours? is your sun an area light with a high photonpower setting? My shadows are always close to complete black.
Cheers
Ric
Yes I use Janusz's setting to exterior with Phisical 2, 2 (deep color blue)
power 1.8 to brighten up shadows zone and tonemap 1.2, 4, 30%
But I always test new settings...
Re: exterior
@salvatore
did you solve your dark shadow question? I am testing some render here even if i just used linear mapping no QLWF and tonemapping, just linear, it is very dark. i changed to gamma 1.2 only still not convinced. i think, hope im wrong, kray doesnt have indirect bounce of light specially on dark area. if there is can someone show me how to lighten up dark area?
thanks
did you solve your dark shadow question? I am testing some render here even if i just used linear mapping no QLWF and tonemapping, just linear, it is very dark. i changed to gamma 1.2 only still not convinced. i think, hope im wrong, kray doesnt have indirect bounce of light specially on dark area. if there is can someone show me how to lighten up dark area?
thanks
Re: exterior
also i have a problem using transparency channel as compare to clipmap. the clipmap has better result but it so trioublesome doing that. using transparency channel to clip map gives me bad result. or is there a better way? thaks
Re: exterior
I use always transparency channel with background integrate in scene because in post Alpha trees is badjdomingo wrote:also i have a problem using transparency channel as compare to clipmap. the clipmap has better result but it so trioublesome doing that. using transparency channel to clip map gives me bad result. or is there a better way? thaks
Of corse is very important the H res texture tree..
Better use 3d tree near camera and only distant tree with texture
