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				exterior
				Posted: Sun Aug 08, 2010 2:00 pm
				by salvatore
				the render !  

 
			
					
				Re: exterior
				Posted: Sun Aug 08, 2010 2:18 pm
				by nico
				
 as photo!!! 

 
			
					
				Re: exterior
				Posted: Sun Aug 08, 2010 7:12 pm
				by jure
				Cool, grass looks very nice too, except it's growing in lines. 

 
			
					
				Re: exterior
				Posted: Mon Aug 09, 2010 7:07 am
				by khan973
				yeah, nice but the grass pattern is too repetitive
			 
			
					
				Re: exterior
				Posted: Mon Aug 09, 2010 10:13 am
				by salvatore
				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
 
			
					
				Re: exterior
				Posted: Mon Aug 09, 2010 11:07 am
				by khan973
				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
 
			
					
				Re: exterior
				Posted: Thu Sep 30, 2010 10:44 pm
				by darickster
				@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
				Posted: Fri Oct 01, 2010 9:10 am
				by Janusz Biela
				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
Becouse Fill light is not strong enough. If You use Physky minimum Exposure for this is 3-4. Of coarse IMPORTANT IS TONEMAPING,
 
			
					
				Re: exterior
				Posted: Fri Oct 01, 2010 9:55 am
				by salvatore
				@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...
			 
			
					
				Re: exterior
				Posted: Wed Oct 06, 2010 6:42 am
				by jdomingo
				@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
			 
			
					
				Re: exterior
				Posted: Wed Oct 06, 2010 6:45 am
				by jdomingo
				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
				Posted: Wed Oct 06, 2010 10:37 am
				by salvatore
				jdomingo 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
I use always transparency channel with background integrate in scene because in post Alpha trees is bad 
Of corse is very important the H res texture tree..
Better use 3d tree near camera and only distant tree with texture 
