Moose Hollow

These are early, but I wanted to share because they are my first ones using my new Titan RTX. Forest Pro, displacement and all the bells and whistles, all at 4K in 16 minutes per image.


Green :p…with envy, naturally :slight_smile:

great work…and those render times. 16 minutes??? wow

That’s one giant moose statue :slight_smile: They look great, but the stone pedestals for the lamps seems very disproportional if this is something you added. Is everything vraydisplacement including the standing seams on the roof? I’m usually modeling stuff like that but starting to wonder if its worth the effort, but still I do.

I worked from sketches, so they could be out of scale. I have to work on finals Monday, so I’ll check them out. Yes, everything is displacement. I am sure the render times are higher, but 30 minute 4K’s I am not complaining.

I like the plants, but the buildings look too perfect. What I recently made a habit, is that I slap some imperfection textures in the glossiness map, dial it way down so that reflections arent so even and perfect. same goes for diffuse and maybe reflectivity (even though it might not be realistic). you should give it a try!

e.g. https://surfaceimperfections.com/
https://gumroad.com/discover?query=surface%20imperfections

Nice share, thank you!

https://3dcollective.es/en/producto/dirt-scratches-texture-pack/

I purchased this one. I’ll let you know how it goes. Thank you!

Cool. Looking forward to it!

Do you just put the mask in your glossiness? Do you add a new UVW map and map that channel separately?

Yep, for example. I usually put it into a triplanar map .In your case with the repeating models like planks and stuff a separate UV might be better so the imperfections don’t repeat.
​​​​​​You could also multiply (or some other mode) the imperfections Texture with your diffuse so you have some color variations. Play with it. Change the gamma of the Texture. Add a curve. Blend multiple imperfections together. Blend it with your glossiness value by dialing it down to 1-30 percent.

Okay, it just got complicated :). I’ll have to play with it on a smaller scale project.

Or you use multiple of those and put them into a multitexture map or something similar, so they’re assigned randomly to the different ids/objects :slight_smile:

quite an improvement from the originals, but the risk of losing eyebrows around that firepit is very high

Yeah, that was a cut/paste because for some reason the fire I had didn’t render.

The moose still doesn’t look good; I’ll work on that.

why are the whites of the background now grey?

Do you mean the clouds?