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
