Creating CG nature E-mail
Written by Dzordz   
Sunday, 04 February 2007
Article Index
Creating CG nature
Page 2
Page 3
Page 4

 

 

So after some duplicating… Also set interactive shading to get more speed.

 

 

Image

 

 

Now in Hypershade you can see that there’s lot of duplicate shaders. You can delete all duplicates and reassign them to geometry, or you can select them all and use attribute spread sheet.

 

 

Image

 

 

Go to all tab, and find reflectivity and set it to 0. If you don’t do this all trees will behave like reflective surfaces, and render time will be huge…

 

 

Image

 

 

This is MR rendered

 

 

Image

 

 

To get more speed in viewport assign that trees to layer and right click on layer to get options. Go to layer attributes, and change level of detail to Bounding Box.

 

 

Image

 

 

Now fur. Go to rendering menu. (you might need to load fur plugin). Select surface and go to attach fur description/new

 

 

Image

 

 

Wow, huge white grass shall pop up. So?

 

 

Image

 

 

Change global scale to 0.1 or something like this. Also set density to some high number. (My processor cries everytime I do this)

 

 

Image

 

 

Scroll down to baldness attribute and right click to get pop up menu. Create New file texture. This file shall be the same file you painted as grass alpha map.

 

 

Image

 

 

Now baldness shall be yellow.

 

 

Image

 

 

Change Resolution and bake baldness map. This will bake fur in viewport.

 

 

Image

 

 

Change colors to grass colors. You can also load grass preset using presets button.

 

 

Image

 

 

 

Image

 

 

You can also assign texture to tip color to get some color variations.

 

 

Image

 

 

Then bake tip color, as you did with baldness.

 

 

Image

 

 

That’s it. Enjoy.

 

 



 
< Prev   Next >