Some Stuff (Shrubbery Thread)
mschack
Posts: 337
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
Comments
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Very nice!
...and I just checked out your SI test. Looks awesome - and Fun!!!
Thanks Dartanbeck!
Were some of my attachments removed in #2 and #3? Too large maybe?
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!
a couple single trees...
Hmmm... a zip version, perhaps?
This is really cool of you to do! And I love the Monty Python reference! ;)
Oh no. Now the first one is missing too!
awesome @mschack
can never have too much shrubbery
great for filling in those backgrounds
Thank you, mschack. Your generosity is appreciated. Impressive lake render for 4 minutes!
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.
~ looking cool
Thanks!
30 seconds ... like it
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...
And another
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!
Thanks. Today I thought, hey why not use morph targets on buildings, something else to explore...
Thanks for the freebies !!!
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!!!
Thats an interesting idea!
i like shrubbery.
and trees like in zoo tycoon
and nacho stands
really looking tom terrific :)
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!
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.
(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...
Imagine if I actually out effort into it lol... Ain't he nice...
and could'nt resist my fav GMIC filter...