Render test, please...tomsdesk 2.5d trees?
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This just proves how important good textures are. This one works much better even up close. And only 39 faces!
With a few good branch textures like of various trees and various colour variations - and some trunk textures Sketchup forest'll be looking really good.
Check out the full size to see how well it works even close up.A new forest test is in progress.
Tom: Would you consider doing a PR version of your collection? If they contain vegetation that fits to North Europe you got yourself a quarantined customer.
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@tomsdesk said:
Wouldn't putting several pngs in a dynamic component push the bytes way up?
Yes - you would have both versions of the png's stored in the file.
Personally I don't have the need to switch like that. I either have a PR or NPR scene - so separate libraries are fine for me. And I'd prefer it as well because you double the material list - and that become too large too quick as it is.
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A forest of ~6000 trees - ~128000 faces total.
For this kind of shot the tree trunk can be simplified even further. You hardly see it. So a four face pyramidic shape might do. That'd reduce the face count even more - meaning more trees can be squeezed in. When I get time I'll try to do a 1.000.000 face scene with the most amount of trees I can fit.
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Same forest - seen from lower angle.
This is where you need more tree variations in different colour tones.
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Thomas, I will now definately consider doing a couple of PR sets to see how it goes. I've shy-ed away from them because the pngs are so much more expensive...bytewise (most of my NPR pngs are way less than 100k, this one is pushing 400k and smaller than most would need to be).
Would the grayscale "you-color-them" idea still work?
Really nice example shots BTW...thank you very much for showing the possibilities!
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I'm personally not that bothered about the filesizes. Storage is cheap. If the pixel dimmensions are the same they will consume the same amount in memory as the compressed images need to be decompressed in order to be used.
For V-Ray for Sketchup the grayscale doesn't work that well, as VfSU blends them in an odd way. And Even if they did blend it correctly I'd prefer to not have grayscale - because the textures will look flat. You end up with a very limited amount of colours. I'd like to have the varius shades of green in the texture as they look more alive then.
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@thomthom said:
For V-Ray for Sketchup the grayscale doesn't work that well, as VfSU blends them in an odd way. And Even if they did blend it correctly I'd prefer to not have grayscale - because the textures will look flat. You end up with a very limited amount of colours. I'd like to have the varius shades of green in the texture as they look more alive then.
Full-bore it is then! Soon as I get my move on I'll get started.
Is this the kind of thing that will trip the rest of y'alls triggers?
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@tomsdesk said:
Is this the kind of thing that will trip the rest of y'alls triggers?
hi tom,
i would say PR trees would be at least as desirable as NPR, perhaps even more. i would not doubt buying packages of trees like the ones shown here by thomas.
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For the sake of insanity I did a test with ~1 000 000 faces - resulting in ~52600 trees. This is with the same tree as in the last test. I didn't optimise the tree trunk.
I think I'm close to what I can push through the system. When rendering it peaked at 1.8GB RAM usage.
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That's very promising. You could (of course for each project, one by one) export somekind of a background filled with trees and such,use it as a skybox, hdri background or whatever and only use "real 3d" trees in the very close-up of your model. Something like this:
You can export such backgrounds straight from SU or from LightUp or Vue... - depending on the "PR realism" you want to achieve...This way it would still look "organic" to the project itself (not a totally different, strange background), keep the file size and navigation reasonable and still achieve some convincing results. Surely shadow directions and the time of the day should more or less match but that's always the case with other backgrounds, too.
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Yes, for that scale even pure clipmaps would do.
What you describe by keeping the level of detail relevant for the current view is the method I use normally.
This was merely a test for the sake of ... testing?
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Surely clipmaps would also do but they still tax rendering time when a lot of them are present in a scene.
And yes of course I see you are doing this for a test - it just generated some ideas...
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Yes, and with VfSU said to support Proxies it'd be interesting to see if an automated Level Of Detail system can be implemented. Have simple lines in SU representing a tree, then have the renderer use different proxy element based on the distance from the camera. That'd be a very nice setup.
I'm getting more optimistic in regards to vegetation and SU.
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Oh, you mean generate a backdrop from an SU model - custom fitted to the project? hmm... grabs thinking-hat
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Yes, exactly.
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