Some Stuff (Shrubbery Thread)

mschackmschack Posts: 337
edited August 2021 in Carrara Discussion

Was working on some forest backgrounds to help rendering time and thought I would share.

There are four 2048x2048 hi quality 'tree stand' pngs with alpha, good for splats or billboards filling in forest backgrounds, distant trees etc

Feel free to post your own stuff here that you would like to share..

stand01.png
2048 x 2048 - 5M
Post edited by mschack on
«1

Comments

  • mschackmschack Posts: 337

    #2

  • mschackmschack Posts: 337

    #3

  • mschackmschack Posts: 337

    #4

    stand04.png
    2048 x 2048 - 4M
  • DartanbeckDartanbeck Posts: 21,548

    Very nice!

    ...and I just checked out your SI test. Looks awesome - and Fun!!!

  • mschackmschack Posts: 337

    Thanks Dartanbeck!

    Were some of my attachments removed in #2 and #3? Too large maybe?

  • mschackmschack Posts: 337
    edited August 2021

    Works quite well and renders very quickly.  At these settings even 10-20 detailed trees would take hours to render.  This took 4 minutes with the bulk of the time spent rendering the water.

    Now I need more foreground element, grass, shrubberies!

    example.png
    1600 x 700 - 2M
    Post edited by mschack on
  • mschackmschack Posts: 337

     

     

    download.jpg
    300 x 168 - 14K
  • mschackmschack Posts: 337

    a couple single trees...

    tree01.png
    1024 x 2048 - 1M
    tree02.png
    1024 x 2048 - 2M
  • DartanbeckDartanbeck Posts: 21,548

    mschack said:

    Thanks Dartanbeck!

    Were some of my attachments removed in #2 and #3? Too large maybe?

    Hmmm... a zip version, perhaps?

  • DartanbeckDartanbeck Posts: 21,548

    This is really cool of you to do! And I love the Monty Python reference! ;)

  • DartanbeckDartanbeck Posts: 21,548

    Oh no. Now the first one is missing too!

  • StezzaStezza Posts: 8,050

    awesome @mschack

    can never have too much shrubbery yes

    great for filling in those backgrounds 

  • DiomedeDiomede Posts: 15,165

    Thank you, mschack.  Your generosity is appreciated.  Impressive lake render for 4 minutes!

  • mschackmschack Posts: 337
    edited August 2021

    Trying to make a landscapy vista that goes on into the distance.

    Converted the terrain to vertex and painted on some of the terrain shaders by hand.  I loved this process though it can be a little fiddly...  Adding bump also really adds to it,

    This renders in about 30 seconds.

    Doc18.png
    1600 x 700 - 887K
    Post edited by mschack on
  • ed3Ded3D Posts: 2,180

    ~  looking cool

  • mschackmschack Posts: 337

    Thanks!

  • StezzaStezza Posts: 8,050

    mschack said:

    Trying to make a landscapy vista that goes on into the distance.

    Converted the terrain to vertex and painted on some of the terrain shaders by hand.  I loved this process though it can be a little fiddly...  Adding bump also really adds to it,

    This renders in about 30 seconds.

    30 seconds ... like it heart

  • mschackmschack Posts: 337
    edited August 2021

    More stuff

    A low poly morphable building, good for background cities.  Note this was modelled in large scene mode so it will be very large coming into medium scenes...

    zip
    zip
    Building base.zip
    12K
    building.png
    1600 x 700 - 318K
    Post edited by mschack on
  • mschackmschack Posts: 337
    edited August 2021

    And another

    zip
    zip
    Building2.zip
    13K
    building2.png
    1600 x 693 - 570K
    Post edited by mschack on
  • DartanbeckDartanbeck Posts: 21,548

    I love the new landscape render example. Looks fantastic! 

    Oh my!!! Check out those cool buildings!!! Dartan's gonna have fun with these!!!

     

    Thank you So Much for sharing all of this!!!

    Reminds me of the old, old forum, when Sub7th had cities of buildings in the freebie section - wow I was brand new back then!

  • mschackmschack Posts: 337

    Thanks.  Today I thought, hey why not use morph targets on buildings, something else to explore...

  • Bunyip02Bunyip02 Posts: 8,585

    Thanks for the freebies !!!

  • DartanbeckDartanbeck Posts: 21,548

    mschack said:

    Thanks.  Today I thought, hey why not use morph targets on buildings, something else to explore...

    Immense fun! 

    After that, if you really want to sample what your imagination can do, add a skeleton rig to them!!!

    I made some pretty cool Sci Fi control panels and rigged them so that I can easily shape, fit, and rotate portions of them to fit anywhere I'd need them to be. Although I never finished the project, those panels were a blast to play with. I thought it was incredible how far I could change the original shape without making them look funky.

    The thing was, I didn't have any limits or constraints applied - but I was going to. Without any limits, I could grab any one bone in the hierarchy and scale, rotate and/or translate it - so it was really fun to see all of the variations that the rigging allowed for!

     

    Cheers mschack, and keep having fun!!! 

  • mschackmschack Posts: 337

    Thats an interesting idea!  

  • MistaraMistara Posts: 38,675

    i like shrubbery.

    and trees like in zoo tycoon

    and nacho stands

  • HeadwaxHeadwax Posts: 9,987

    mschack said:

    Trying to make a landscapy vista that goes on into the distance.

    Converted the terrain to vertex and painted on some of the terrain shaders by hand.  I loved this process though it can be a little fiddly...  Adding bump also really adds to it,

    This renders in about 30 seconds.

    really looking tom terrific :)

  • JonstarkJonstark Posts: 2,738

    mschack said:

    Trying to make a landscapy vista that goes on into the distance.

    Converted the terrain to vertex and painted on some of the terrain shaders by hand.  I loved this process though it can be a little fiddly...  Adding bump also really adds to it,

    This renders in about 30 seconds.

    Gorgeous, and proves the point that this is an excellent technique.  I had the same idea a while back and was working on making my own 'billboards' of various trees.  I can't tell any difference visually, but it makes a huge difference in render time, as your render proves.  Really useful idea, thanks mschack! 

  • mschackmschack Posts: 337

    Thanks!  It is very useful to fill in distant trees, even creating a small library of such things is very useful.  I have also started making random people alphas haha.

  • mschackmschack Posts: 337
    edited September 2021

    (More Stuff) Makehuman hair cap (hair? shrubberies, kinda related...)

    For any makehuman users I made a haircap that can be added to any character within MH and exported to Carrara and used with Carrara hair.  This conforms to any character.

    Step #1 -unzip the attached full_haircap.zip file in the MH user data/hair folder;

    Step #2-The full_haircap asset should now show up in MH Geometries/Hair area, add it to your character.

    Step #3-Export your character. (I usually export as .fbx as it includes bones.)

    Step #4-Import into Carrara and then add a hair primitive.  Make the hair primitive a child of the full_haircapMesh.  Also select the full_haircapMesh and make it not visible in the render.

    Step #5-Edit hair (see Jonstarks wondeful tutorials on hair https://www.youtube.com/watch?v=VC1AV-hcsC4), If you don't want the beard etc. then just deselect any polys on the haircap you don't want to use in the Carrara hair editor.  Enjoy...

    zip
    zip
    full_haircap.zip
    66K
    winloc.JPG
    862 x 597 - 52K
    mh1.JPG
    1858 x 1080 - 117K
    addhair.JPG
    1858 x 1080 - 279K
    edithair.JPG
    1858 x 1080 - 237K
    Post edited by mschack on
  • mschackmschack Posts: 337
    edited September 2021

    Imagine if I actually out effort into it lol... Ain't he nice...

    and could'nt resist my fav GMIC filter...

    Doc55.png
    1280 x 960 - 654K
    Doc59.png
    1280 x 960 - 358K
    Post edited by mschack on
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