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ζΗмīG↘

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VUE—山体制作1(转载)  

2013-12-06 11:28:56|  分类: 教程 |  标签: |举报 |字号 订阅

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Cornucopia3D "Making of"
VUE—山体制作1(转载) - zhmig - ζΗмīG↘
 
     

Each week, Cornucopia3D is turning the spotlight on a member of the Vue community. There are so many interesting people doing wonderful things with the Vue line of products, we wanted to share the wealth!

One of the most exciting sources of inspiration can often be other artists, whether it's a painting in an art gallery, a piece of music, or a fellow Vue artists' portfolio right here at Cornucopia3D. Here we see what can happen when one artist inspires another! (See part 2 next week)


 


Making of "Valley of the Stoner Towers" by Aron Kamolz
VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

The focus on this project was to build some cliff formations out of metablobs after I saw the great cliff renders from Massimo Verona. That was quite a hard job for me cause until then I had little experiences in doing that.
The function editor is very complex and often experimenting could give you stunning results you haven`t thought of! I played quite a lot with this material setup until it looks right for me. Consider the following setup as an approach. I`m sure there a many other ways to build cliff/rock formations and that my particular setup could be improved...I`m still learning!
The tutorial is structured in two parts. The first part is how to setup the material for the cliffs and the second part focus more on the main composition.

For the cliffs I built some metablobs out of boxes. I started with these two metablobs. The material is made up of a dispacement function, a bump function and a color function. As you can see in the picture below the mapping mode is set to world parametric so that I can combine different metablobs and they look like one rock formation.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

1. Displacement Setup

The displacement is a combination of four simple fractals. The Recursive 3D Stratification node plays an important role in this setup.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

a. The first fractal has Square Patterns/Stones in the noise mode applied and the With rotation box checked. It`s connected to the position via three nodes. The first one is a Recursive 3D Stratification, followed by a Multiply by a constant and the last one in the row is a Simple Turbulence node. 

b. The second fractal is Cellular Patterns/Voronoi, also the With rotation box checked. It is connected to the Recursive 3D Stratification node of the first fractal and its origin is connected with an Advanced Turbulence node. Last in the row is a Brightness-Contrast(aX+b) to get a little bit of the details back.

I merged these two fractals with a Combiner, with the Combination mode set to Add.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

The third fractal is Square Patterns/Squares. It is connected to the position via three nodes. First a Multiply by a constant, then a Recursive 3D Stratification with the Rock layer hardness connected to the Simple Turbulence of the first fractal and again a Recursive 3D Stratification with the Rock layer hardness connected to the Multiply by a constant node of the first fractal.

I placed a Smooth clip after the fractal to brighten it up.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

d. The fourth fractal is Cellular Patterns/Crystals, With rotation checked. It`s connected to the postion with a Multiply by a constant node. I filtered the fractal with a Brightness-Contrast(aX+b) to get just a little bit more contrast.

I merged these two fractals with a Blender, Combination mode set to blend.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

At least a Combiner node, Combination mode set to Blend is used to get it all together.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

You can see the result in the picture below.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

2. Bump Setup
The next step was to add more fine details with the bump fuction. The bump consists of a Grainy Fractal and two noise nodes set to Flat Patterns/Varying Blocks. The Grainy Fractal is linked to a Color Map which is linked to a Conversions/Color to Brightness Math node. I connected them with a Combiner, mode set to Add.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

3. Color Setup

For the color I simply connected the Color Output to the Color Map. Then I edited the Color Map.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

In this pic you can see all three functions together.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

4. Setting up the Ecosystem

The Ecosystem consists of three eco layers.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

The Trees layer contains two European Ash-Summer Sparse Trees. One is a modified version for a more gnarly look. The Overall Density is set to 62%.

The Bushes layer has Bush1-Crawling and Dry Bush added. This gives a nice color mix.
The Overall density is set to 93% and the 360° population box is checked. The Slope range is set from 0° to 10°

The HangingPlants layer consists of two plants that I have modified till they got a hanging look. The first was originaly an Oak Tree Seedling and the second was a Bush1-Crawling. I checked the Variable Density box and loaded a Grainy Fractal and set the Overall Density to 89%.

I also modified the Overall Color of all three eco layers to a little bit less saturated versions, so that the vegetation looks more natural for me.

And this is the result.

VUE—山体制作1(转载) - zhmig - ζΗмīG↘

 

Next week, I"ll show you how I composed, lit and rendered my image.

Thanks! Aron Kamolz


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