| Creating CG nature |
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| Written by Dzordz | ||||||
| Sunday, 04 February 2007 | ||||||
Page 4 of 4
So after some duplicating… Also set interactive shading to get more speed.
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.
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…
This is MR rendered
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.
Now fur. Go to rendering menu. (you might need to load fur plugin). Select surface and go to attach fur description/new
Wow, huge white grass shall pop up. So?
Change global scale to 0.1 or something like this. Also set density to some high number. (My processor cries everytime I do this)
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.
Now baldness shall be yellow.
Change Resolution and bake baldness map. This will bake fur in viewport.
Change colors to grass colors. You can also load grass preset using presets button.
You can also assign texture to tip color to get some color variations.
Then bake tip color, as you did with baldness.
That’s it. Enjoy.
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