grass & more ...

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So, I've started with a grass scene but there will be more additions like rocks, stones, flowers and plants.

The scene so far is not complex. Just fur on a plane, two directional lights for the sky and the sun. Gamma of 2.2 (I think I will never understand the gamma thing). No GI. The look needs to be more realistic when finishing the whole scene. Maybe with other light settings or PBR.

Any suggestions and critics are welcome.

But for the grass, i like the proportions and I think it looks good.

Next, I will add some flowers

Attachments:
grass_v5.hipnc (1.9 MB)
grass.png (4.5 MB)

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wow nice, that must have been using a lot of ram.
Keep up the good work.
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Thank you.

The memory usage is not high. Only the two shadow maps are quit high of quality and uses 170MB. But once rendered out the rendering is under 1 minute on my machine.

There where different good settings for the grass. To find the right clumping was hard and I havn't used guided haires. There are different reason to use guided hairs, e.g. for dynamics and when I will use it later, the whole setting has to be adjusted.

I think the flowers are next, modeled, l-systems, proceduraly
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Looks great !

I've been working on growing some flowers:
https://vimeo.com/45472352 [vimeo.com]
Another plant variant:
http://www.flickr.com/photos/johnkunz/7560361124/in/photostream [flickr.com]

I need to start getting into fur/grass though.
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I'm looking forward to see more of your plants and flowers. Keep us informed about your progress.

actually I'm working on a system for rocks/stones. The procedurally shaping looks acceptable right now but I need more time to have something right to post some images. The procedural shading ….. after that.
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Hey man I think its coming along pretty well.

I think you can add a little more subtle variation of color in the grass, maybe some darker richer tones. Also you can try adding some spec hits to help better define certain areas. (specpass probably,in comp )

http://fc02.deviantart.net/fs43/i/2009/118/7/7/Grass_Field_by_Starna.jpg [fc02.deviantart.net]

are you working from reference?
mpejak
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Thank you for the tips. It could be more realistic concerning the shading but I'm not aiming a photorealistic look.

At the end of the WIP with all the stuff are coming into the scene I hope it will look right.
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… during my rock, rocking process I get a weird result. I have a high detailed geo with sharp edges. After wrapping a displacement map around.

Any hints for this problem?

Attachments:
untitled1.jpg (309.1 KB)

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That looks a bit like edge coving gone wonky, which might occur if the two polygons are displaced away from each other. To check, try disabling edge coving on the object; if it's then black in the middle, that's what's happening, and it'd be useful if you could send a copy for testing. If that's the case, there's probably a constant offset on the displacement map, so that when it's wrapped, all polygons are pulled outward (in their normals' directions) in addition to the bumps, which probably isn't what you wanted. If it looks the same with edge coving disabled, I don't know what it is.
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I have disabled coving but I get the same results. I also have tried the shading quality and the dicing flatness even if that should'nt be the problem.

The test hip hasn't the textures so you have to use your own displacement map but I'm sure you will get the same result.

Attachments:
test.hipnc (891.6 KB)

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So, I have found out the problem.

The displacement scale was to high. Lowering it a bit eliminates the effect nearly complete.

It also depends on the resolution of the texture. A higher resolution gives better results.
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Also, it looks like instead of just displacing the divots in, it's (also?) displacing everything else out, so if there's a way to set that outer displacement as zero displacement, that might be more what you're looking for. Hopefully that helps! Oh, and you can turn edge coving back on to avoid cracks.
Writing code for fun and profit since... 2005? Wow, I'm getting old.
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so I'm playing with different noise styles on a VOP SOP level for displacing the geo. I have some good results right now but I'm missing some controls which I need for a correct representation for a rock.

For example with a simple turbulenceNoise connected into a displace node I always get a “soft” look/variation like in the turbulenceNoise_Soft.png.

But for a better and “harder” look I need more the look of the noise like in turbulenceNoise_Hard.png (area with pure white, area with pure black and area with grey). Here I have defined areas and layers of displacement and it should look better on rocks.

Is it possible to do it in VOP SOP or only on the shader level?

Attachments:
turbulenceNoise_Hard.png (44.3 KB)
turbulenceNoise_Soft.png (33.8 KB)

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what went wrong in your displacement was probably the lack of a displacement bound parameter, if you add the vm_displacement attribute to your object and increase the value then you should be fine!

the hard / contrasty look is easy to achieve, just place a fit range VOP after your noise, the input min max values depend on your noise range, i.e. original perlin noise has values from -1 to 1, so your fit range should take that into account, you could do something like this

min -1, max 1, dest min .4, dest max .6

~ Manu
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Manuel Tausch
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Thank you Manuel for the good tips. Looks like I'm getting further in the progress.

In the next days I will post some pics with variations of rocks and stones
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so I'm nearly ready with my first version of the stone digital asset. Is there an easy way to put the vopsop parameters onto the asset “level” in the parameter interface?
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In the vopsop add a parameter vop and wire it into the parameter on the vopnode's parameter you want in your DA interface. That way it gets promoted to the vopsop node. From there promote it like normal parameters in a DA.
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Thank you Pagefan. That was so easy :-)
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