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Prehistoric scene

Posted: Tue Oct 15, 2013 11:35 am
by rappet
Hi folks,
Creating a testscene to do some testing with proxies, emitters and materials I ended up with a prehistoric scene. At this moment it is still rendering with 1.92 MSamples/Sec.
The wide shot is a preview and shows a partial of the whole scene and I did some noise reduction and downscaled it 50%. The rectangle image is a printscreen of a smaller part while rendering.
I Hope you like where this is going and maybe you have some C&C.
greetings, Jeroen

Re: Prehistoric scene

Posted: Tue Oct 15, 2013 11:40 pm
by FooZe
Hi Rappet,

Am i right in guessing the tops of the green "pods" have the black ring where the fog cube intersects them?
Try either modifying the fog cube to not intersect them (go slightly above) or reducing the ray epsilon as much as you can (without causing other artifacts).

I saw your other post about the sunlight rays through fog.
Try playing with the scattering direction (putting it to something like 0.6 might help emphasize the effect but you many need to reduce the scattering amount). Also i think they work best when there are only streaks of them (ie: most of the light is blocked) otherwise you just get too much fog and the rays aren't really visibly distinct.

Thanks
Chris.

Re: Prehistoric scene

Posted: Wed Oct 16, 2013 8:14 am
by rappet
Hi Chris,
Thank you for your comment and tips on the godrays.. I will try again for sure.
The rings are part of the object.. It is just the way the coral stone is.
Greetz,

Re: Prehistoric scene

Posted: Wed Oct 16, 2013 9:25 pm
by FooZe
rappet wrote:Hi Chris,
Thank you for your comment and tips on the godrays.. I will try again for sure.
The rings are part of the object.. It is just the way the coral stone is.
Greetz,

Oh ok, :oops: my mistake!

Thanks
Chris.