Does enyone know how to make a nice hedge
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i use a trimmed down onyx tree for hedges. Cuts out having to use displacement in your scene and renders fast too.
I will see if i can find an image to show you all
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percy, in the tests i have done with large areas of hedge, instanced geometry renders much faster than proxied hedge objects (less memory too)
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i trimmed an onyx tree so it was square in shape, proxy it, then instanced in a row
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right, had a quick moment to whip this up.
this image is the base onyx tree
I simply converted it to an editable mesh and deleted a few faces
This image is the onyx tree instanced round to make a hedge.
This image is the onyx tree converted to a vray proxy and instanced to make a hedge.
If anyone has any questions or comments let me know.
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I like Onyx a lot, but I agree for hedges it looks repetitive and loses a lot.
I usually rough model them, then use various modifiers (such as noise, ripple, wave, displace, etc.) to break them up randomly. Then, if I'm not too close, I'll just use a diffuse map with some bump. If I am close, I'll add some displacement too.sigpic
J. Scott Smith Visual Designs
https://jscottsmith.com/
http://www.linkedin.com/in/jscottsmith
http://www.facebook.com/jssvisualdesigns
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i used the same onyx 'trick' here
i think its ok aslong as you make 3-4 different hedges to sort of minimize the 'instaced' look, only thing i miss is some colour variation.
maybe uvw flatten and go crazy in body paint......i think i will try that ( or just some clever procedurals will do it ).
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Those are Onyx, eh? Very nice.sigpic
J. Scott Smith Visual Designs
https://jscottsmith.com/
http://www.linkedin.com/in/jscottsmith
http://www.facebook.com/jssvisualdesigns
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good to see a few others using this technique.
A few different seeds never goes a miss, and its surprising how little extra render time is added.
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