Page 30 of 50

Re: Nvidia Fermi Octane Competition

Posted: Mon Apr 12, 2010 12:19 pm
by Sam
Camera mapping I guess
That's why there's not many inputs

Re: Nvidia Fermi Octane Competition

Posted: Mon Apr 12, 2010 12:37 pm
by lukashanak.eu
1 texture painted on terrain with brush etc. Water is created in realflow

Re: Nvidia Fermi Octane Competition

Posted: Mon Apr 12, 2010 12:42 pm
by lukashanak.eu
Waterfall scene has cca 240 objects, 3d grass is only 2 objects, others is stones, trees etc, water is 1 object

Re: Nvidia Fermi Octane Competition

Posted: Mon Apr 12, 2010 12:55 pm
by ROUBAL
I should use more camera mapping. I'm to much used to make everything by hand ! :lol:

Nice work. Maybe some more specularity on water. The scene is called waterfall, but water is not what is most visible at first glance. Anyway, very good image. ;)

Re: Nvidia Fermi Octane Competition

Posted: Mon Apr 12, 2010 2:18 pm
by mlody47
If You got time and You want to control Your project and scene to the full - avoid camera mapping especially for the first plane . Camera mapping is good for matte painting . ( only in some casses its good to use iin 3d still ). I dont know why so many ppl are doing camera map here. We had plenty of time to model almost everything. :) Honestly those camera mapped textures dont look good, but thats my personal opinion.

Re: Nvidia Fermi Octane Competition

Posted: Mon Apr 12, 2010 2:20 pm
by radiance
hey, that's really nice, lots of detail.
one thing is the overal tone/hue of the image is a bit off, have you tried using daylight ?

Radiance

Re: Nvidia Fermi Octane Competition

Posted: Mon Apr 12, 2010 6:43 pm
by lukashanak.eu
Here is new render

Re: Nvidia Fermi Octane Competition

Posted: Mon Apr 12, 2010 6:53 pm
by ROUBAL
Maybe it is due to the intensive use of textures, but for me it looks more like a painting than a 3D rendered image. Even in close up, it is difficult to see the relief.

Or maybe the lighting not contrasted enough. As radiance said, Daylight lighting could improve it, I think. It would add some strong shadows that would help revealing shapes.

I think that there are shadows baked in the textures themselves, creating confusion in the perception of the "real" lighting of the scene.

Re: Nvidia Fermi Octane Competition

Posted: Mon Apr 12, 2010 7:11 pm
by radiance
i think it has potential,
maybe try some alternative camera positions, more immersed into the plants, with some DOF of such (some tree leaves hanging in front on a corner or so),
and maybe try using the daylight system with a more blueish sky and sunlight ?

the texturing is good though, just try playing a bit with the camera angle and lighting/mood, remember, you can submit as much images as you like.

Radiance

Re: Nvidia Fermi Octane Competition

Posted: Mon Apr 12, 2010 7:51 pm
by mlody47
definetly better lukashanak