04.02.2014 Views

3d art

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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 />

55

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!