On Tuesday 11 May 2010, Mark Heuymans wrote:
> Op 11-5-2010 22:46, leee schreef:
> > My latest picture:
> >
> > http://www.spatial.plus.com/Realsoft3D/im_AlienLandscape-000-00
> >0-003.jpg
> >
> > Realsoft3D V6.1 for Linux.
> >
> > It actually just started off as an experiment with vsl
> > volumetric clouds (there are two cloud layers, one noise based
> > and the other cell based, in addition to a ground-level
> > atmosphere) and to devise a vsl material for the horizon hills.
> >  No texture maps were used, but it does use AO.
> >
> > It could certainly use a little more tweaking, and a few extra
> > details/features, but as it took the best part of two days to
> > render on my network of now obsolete hardware (due to the three
> > transparent atmosphere&  cloud layers, plus the glass tubes, I
> > used a recursion level of 15) I can't see myself revisiting it
> > any time soon.
> >
> > LeeE
>
> Nice image, quite high render settings I suspect, no wonder it
> took two days! The AO is a rendertime killer in RS, combine that
> with volumetrics and you're in trouble...
> I always like to see new procedural materials. Fiddling with VSL
> during the quiet evenings is my favorite pastime - with the
> occasional curse thrown in ;)  The earth material looks nice and
> disappears smoothly in the distance without noise, well done.
>
> Did you make use of the Map object in your volumetric VSL? If
> not, there may lie some room for optimization. I rendered HD
> animations with volumetric shadows with no trouble, I'll dig up
> the project if you want.
>
>
> Congrats, can't wait to see more!
>
> - Mark H

I didn't have to do anything special re anti-aliasing the ground 
material, but it is often a problem.  One way I've got around it in 
the past is to reduce the bump height with increasing distance, 
using a simple multiply 'operation' to get the scaling factors 
right.

I've not looked into Map Objects - are they in V6?  I'll have to 
check.  I might take you up on your offer to have a look your 
project.

LeeE

Reply via email to