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Villa
Posted: Thu Jan 16, 2014 4:34 pm
by brainpolka
Something i did for practice. Still trying to get better grass
The trees ain't too bad now.
*Edit. uploaded final version!
Re: Villa
Posted: Thu Jan 16, 2014 5:22 pm
by Janusz Biela
Nice job.
Yes grass and plants are very difficult and it is doesn`t matter what software you use: everywhere is difficult.
I suggest use less Power from Sun and more gamma in tone map setup.
Re: Villa
Posted: Thu Jan 16, 2014 7:08 pm
by brainpolka
Thanks! Will try to change some lighting here..
Grass seems to come out as a mess no matter what setup i use (nodes etc.)
The AA in Kray doesn't really help either

Re: Villa
Posted: Thu Jan 16, 2014 7:44 pm
by Janusz Biela
brainpolka wrote:Thanks! Will try to change some lighting here..
Grass seems to come out as a mess no matter what setup i use (nodes etc.)
The AA in Kray doesn't really help either

Grass is the most difficult material ever

It need really screw surface surface setup and light to receive really good looking render. This material is not simply surface.
Can you show AA setting?
Re: Villa
Posted: Fri Jan 17, 2014 3:52 pm
by brainpolka
Here it is. Feel free to share some surface materials

Re: Villa
Posted: Fri Jan 17, 2014 6:32 pm
by Janusz Biela
AA problem comes from not Limited DR regions. If you have High contrast pixels it is almost impossible to smooth it with any AA engine. It should help Limit DR before tone map option from Kray (It help me always). This is special tool for that regions - it`s detecting high contrast pixels and blur them strongly.
Apparently all renders engine has problem with this and Kray handle quite good with this problem (I say very good). If you reduce Sun power and increase exposure of Physky it should be better. Also in tonemap I suggest less exponential.
Re: Villa
Posted: Sat Jan 18, 2014 4:42 am
by brainpolka
OK! Will try your tips and tricks. Thanks! Will post results later.
Re: Villa
Posted: Thu Jan 23, 2014 5:06 pm
by brainpolka
So... Quick render, but better grass. Still muddy, but not too bad..
Re: Villa
Posted: Thu Jan 23, 2014 5:54 pm
by Janusz Biela
It looks as You still use LWF.
Try maybe use this.
Also in attachment I added special version of Physky.lsc with command line option.
So when you will replace it with old one just put this in command line:
Code: Select all
tonemapdefine skytm,desaturate,0.5;background tonemapper_filter,skytm;
0.5 means 50% desaturate. I use around 50% for exteriors and 70% Interiors.
Making value 1.0 you will get nice white colour from Sky and Sun (useful in some situations)
Having this option you do not just desaturate whole Physky system.
I noticed you can also use higher value of turbidity (without this command Physky will have bad colours) and tweak Physky to get really very good results especially with evening light.
Re: Villa
Posted: Fri Jan 24, 2014 1:04 am
by brainpolka
Thanks!! Will check it out now!
Re: Villa
Posted: Fri Jan 24, 2014 2:40 pm
by brainpolka
Here is render straight out of kray with no quickLWF and 3 grid AA and the new settings. Could use some colour correction, right?
Re: Villa
Posted: Fri Jan 24, 2014 4:44 pm
by Janusz Biela
I think is getting better. It will be nice to render this with higher resolution and less noise + better surfaces.
Re: Villa
Posted: Wed Jan 29, 2014 4:35 am
by brainpolka
Small update. Fucked up on the grass, so i will cheat with some fake DOF
The rest seems quite OK now or what?
Re: Villa
Posted: Wed Jan 29, 2014 9:23 am
by Janusz Biela
Here is my colour probe. use this with multiply channel (50-100%) in Y axis.
Do not forget check World Coordinates!
Also in instance system you must use Procedural Texture to make grass more different (in size channel and rotate channel). It is not problem with grass as model but also how you clone it....it can looks as boring carpet.
Re: Villa
Posted: Wed Jan 29, 2014 11:06 am
by brainpolka
Thanks!
