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Environment<br />
H<br />
J<br />
J<br />
i<br />
H Prepare a fake distribution<br />
object and set its properties<br />
to ‘Not renderable’<br />
I Painting the proxies, check<br />
the Bounding Box display<br />
mode to obtain more FPS<br />
in the viewport<br />
J Create some additional<br />
plants to make the scene<br />
more complex<br />
2 hours<br />
render time<br />
Resolution:<br />
4,050 x 2,880<br />
Ivy Generator<br />
Ivy Generator is a simple tool<br />
that can be used in many<br />
ways. We chose this plug-in<br />
as it is very efficient: it allows<br />
you to very quickly and<br />
easily generate ivy, and also<br />
gives control over physics,<br />
like gravity or adhesion. One<br />
of the top features is the realtime<br />
preview when ‘growing’<br />
the ivy. It’s also possible to<br />
adjust the level of detail to fit<br />
with your composition. Use<br />
this plug-in to create groundcover<br />
or all manner of<br />
natural environments.<br />
08 Branches and their distribution<br />
Using the great GuruWare plug-in Ivy Generator, we will<br />
now create the branches. In the scene we have some cables<br />
in the courtyard that the branches can follow. This might not<br />
be enough though to cover the whole sky, so we will create a<br />
fake distribution object. To do so, use the circle from the<br />
Splines rollout and convert it to Editable Poly. Place the ivy<br />
seed and use the provided settings. Repeat this action a few<br />
times until the density is thick enough. Place some branches<br />
on the ground and columns too. Remember to uncheck the<br />
leaf option in the ivy settings H.<br />
09 Establish the scene<br />
At this point all plants are ready to spread in the scene. Use<br />
the V-Ray mesh export option and create proxies from the<br />
predefined groups from Step 7. Once again, we will use<br />
Advanced Painter. Run the script and choose the flower<br />
proxies. Select the Instance cloning method and the<br />
distribution object from Step 8. Paint the flowers; tweak the<br />
rotation, position and scale in the Advanced Painter settings.<br />
Once your camera is set up in the scene, add some more<br />
groups to areas where they will be well exposed I.<br />
10 Additional details<br />
We will now add some extra flowers to make the scene<br />
more complex. We can use the geometry from Step 5.<br />
Change the shoots into stalks and add small leaves before,<br />
once again, tweaking the pivots to previous settings. In this<br />
scene, we’ve created a noisy terrain with the Push/Pull tool<br />
from Editable Poly rollout. Using Advanced Painter with the<br />
terrain as the distribution object, multiply the flowers in the<br />
lower areas. This way you can achieve some ‘flower carpets’,<br />
which should attract the attention of the viewer. J<br />
Using the Editable Poly modelling technique<br />
combined with the Advanced Painter script, it is<br />
possible to create very different types of plants… to<br />
build up your own collection of vegetation<br />
Applying the techniques<br />
to other models<br />
Using the Editable Poly modelling technique combined with<br />
the Advanced Painter script, it is possible to create very<br />
different types of plants. In this tutorial, we reveal the<br />
creation process of the Wisteria floribunda. The presented<br />
scene also contains a very specific moss terrain with<br />
production steps that were very similar. Once you<br />
understand how the script<br />
works, you are able to use it<br />
in many ways to build up<br />
your own personal collection<br />
of vegetation.<br />
For the moss creation, we<br />
st<strong>art</strong>ed with a single blade of<br />
moss. Once again, using<br />
many reference pictures, we<br />
were able to create the<br />
specific species of moss.<br />
The single blade with a<br />
properly adjusted pivot was<br />
multiplied over a hemisphere<br />
object. After the textures<br />
were applied, all<br />
components were attached<br />
into one object with a new<br />
adjusted pivot and exported<br />
using the V-Ray mesh<br />
option. The Advanced<br />
Painter script was used again<br />
to populate the new plant<br />
across the terrain.<br />
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