Mostly a test to see how billboards would work for long wild grass. No photoshopping (other than Gamma adjustment), all trees and grass are clipmapped face-me billboards, ferns are extremely low poly (around 20 faces) with clipmapped texture. Around 1 hour render time (clipmap grass takes up about 90% of the render time) on 1.83GHz Centrino Duo. Buildings were just quickly put together and copied as a focal point. C&C welcome.
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Forest Setting, Long Grass
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Re: Forest Setting, Long Grass
Originally posted by thomthom"interesting."Originally posted by thomthom"nice."
All texture bitmaps in this image are from my own photos or Google and flickr and lots of PS work.SU 2018 + VfSU 4.0
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Re: Forest Setting, Long Grass
I'm a man of few words.
Didn't realise it was a request for critique - more a demonstration of method.
The thing that I noticed though was that the grass looked a bit uniform. Maybe some slight variation of the size. As to represent the various length long grass will have and as well indicate non-flat surface which while grass rarely grows at.
And I can detect a halo around the trees towards the right, if I'm nit-picking.
Do ferns appear that scattered lonely?
Apart from that I can't put my finger on anything else. At least not at that resolution. Looks like a good method of adding greenery. Inspires me to go out and take more vegetation photos. (Though, I'm not sure when I'll have time to process them...)
(Looking at the wireframe, did you model the tree trunks to give more depth?)Please mention what V-Ray and SketchUp version you are using when posting questions.
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Re: Forest Setting, Long Grass
Originally posted by thomthomDidn't realise it was a request for critique - more a demonstration of method.
Originally posted by thomthomThe thing that I noticed though was that the grass looked a bit uniform. Maybe some slight variation of the size. As to represent the various length long grass will have and as well indicate non-flat surface which while grass rarely grows at.
Originally posted by thomthomAnd I can detect a halo around the trees towards the right, if I'm nit-picking.
Originally posted by thomthomDo ferns appear that scattered lonely?
Originally posted by thomthom(Looking at the wireframe, did you model the tree trunks to give more depth?)SU 2018 + VfSU 4.0
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Re: Forest Setting, Long Grass
Originally posted by JacksonAgreed, haven't tried this method on topography yet, might be tricky as face-me comps will disappear into sloped faces.
How do you place the components? Do you use Component Spray? Doesn't that have an option to keep component vertical when placing them?
I think you can have face me components without having them glued to any surfaces.
Originally posted by JacksonYep, there's about 12 faces to make a semi-circular trunk on the young trees so the trunk shades properly and the bases appears round against the ground. The big trees are just a single face as they're only good for backgrounds.
Have you seen VBvisual's low poly trees? Max 8000 polys. Saw Micha mention them in the Rhino section. http://www.vbvisual.com/shop_content.php?coID=9Please mention what V-Ray and SketchUp version you are using when posting questions.
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Re: Forest Setting, Long Grass
Originally posted by thomthomHow do you place the components? Do you use Component Spray? Doesn't that have an option to keep component vertical when placing them?
I think you can have face me components without having them glued to any surfaces.
Originally posted by thomthomHave you seen VBvisual's low poly trees? Max 8000 polys. Saw Micha mention them in the Rhino section. http://www.vbvisual.com/shop_content.php?coID=9SU 2018 + VfSU 4.0
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Re: Forest Setting, Long Grass
Yes, the examples at their site where not that good. I'll see if I can find Micha's post. He'd used them in a render.
I had a quick look at the sample tree, and I'm not sure if it was because it was a sample, but I wasn't too impressed by the textures. But I was thinking that it might work better if the textures where replaced with some other textures.
Might be ok for semi detailed. Not too far up close, but an intermediate distance.
(8000max, there was a lower version for each plant. Yes, low - in general CG terms, don't find many packages that low. And compared to XFrog which is often talked about here...)Please mention what V-Ray and SketchUp version you are using when posting questions.
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Re: Forest Setting, Long Grass
Originally posted by thomthom(8000max, there was a lower version for each plant. Yes, low - in general CG terms, don't find many packages that low. And compared to XFrog which is often talked about here...)SU 2018 + VfSU 4.0
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Re: Forest Setting, Long Grass
Yea, in my first real test of Component Spray I had a model of a large plan. Mostly birds eye views from high up. I then used a couple of thousands rectangle billboards to populate teh forest area. Worked fine.Please mention what V-Ray and SketchUp version you are using when posting questions.
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Re: Forest Setting, Long Grass
I actually think this looks very good for clipmapped entourage. The foreground stuff looks especially good, like ThomThom says you can only really tell on a couple of the large trees.
Good enough for most clients needs!
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Re: Forest Setting, Long Grass
Hey Jackson, stellar job! What immediately gave it away as being a render to me, was the ferns. While they look awesome (care to share?)......those type of ferns don't typically grow in the full sun. I also agree that a variation in scaling would add a lot more realism. Overall the greens are the perfect tone. Is that a raw render?
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