Here is a screenie and the .map if someone else wants to try to improve it.
I just can't get what it causing the unnatural crappy look...
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Posted 24 October 2016 - 01:43 PM
It's the texture scale on the ground. The tiles near the small buildings are too large and have a perspective continuity
with the ground in front of the fence. You might be able to tweak the scale to artificially influence the perceived distance?
Posted 24 October 2016 - 01:51 PM
+1 on what niels said.
Due to the huge texture scale on the ground the buildings appear very small, and as they appear small they appear close.
Lack of atmospheric perspective is one issue.
Can you explain this more in detail? I'm not familiar with this term.
Posted 24 October 2016 - 01:55 PM
Posted 24 October 2016 - 01:59 PM
@obst, it is Rayleigh scattering in science terms. The further scenery is, the more blue or desaturated towards blue it is as blue light scatters more than longer wavelenghts.
´Thanks. Well, that effect could be added with a shader.
On another note: The scenery you created is pretty bright, whereas the imgae posted by Springheel is rather dark. I guess it is easier to create good looking effects if you choose a darker ambient/night scene.
Posted 24 October 2016 - 05:36 PM
There's also the possibility to do something like this with Bryce. I did this 15 years ago, but I found it pretty easy and fast. I don't know if this is still faster for a DR-pro to do it in DR itself though...
Posted 24 October 2016 - 06:39 PM
Speaking of new skyboxes, I wonder is it possible for TDM to handle thick & full moving clouds?
Something like this:
Shadows of Northdale Campaign
Posted 29 October 2016 - 12:32 PM
I did this 15 years ago
How old are you?
For the fogs you could probably use particles.
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