Author Topic: How to make Hi-Res landscape texture?  (Read 5243 times)

2016-11-20, 22:43:47

karklinskarlis1993

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good morning,

i am working on project which contains environment studies.. landscape is about 400x400meters approx.
as i want to make some custom-painted made highres textures to have great detail in render, it just costs too much memory.
do these artists really make 20000 x 20000px textures, or it is simply a illusion making high res only for visible part in camera?


https://www.behance.net/gallery/40321647/Danades
https://www.behance.net/gallery/38531671/Exterior-practice

here are examples of landscape i am aiming for.. looks really natural, no repetition, no low res and it seems that this material applies to area even far away, or is it faked with bump further away?. as i read tonns of making-ofs, noone seems to explain this part.


how do artists achieve this look? any suggestions to paint it up naturally in PS, or is it just sculpted geometry applied with random noise displacement and with seamless ground texture? any tips appreciated, really want to figure this up
« Last Edit: 2016-11-20, 22:54:33 by karklinskarlis1993 »

2016-11-21, 05:54:14
Reply #1

Christa Noel

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hi karklinskarlis1993,
I cant imagine how it would be an heavy workflow if artists paints that env landscape with PS and bump it. imho, mostly the environment like in the examples they use real 3d objects no textures. and matched spherical hdr image is used for the lighting backplate.
to handle the memory consuming, you can use low poly models and proxies and scattering.
https://www.youtube.com/watch?v=5qR2ibKQ1-8
https://coronarenderer.freshdesk.com/support/solutions/articles/5000516724-how-to-use-proxies-in-corona-
maybe more experienced user here can give more explanations in details. :)

2016-11-21, 06:40:18
Reply #2

Jadefox

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Hi karklinskarlis1993,

You would be best off using an HDRI with 20 000 pix that already contains a nice background and clouds
Try not to zoom too much out on the architecture you want to render ( try and minimize the background's view to a fair extend )
Search for HDRI on the forum and they actually give links to some great free examples ( no emotion hdri comes to mind )

Try and minimize the tree lining to the parts that would extend on each respective end.
The example you gave above,of the rocky foreground, is actually a high resolution displacement texture
Lastly look at some Photoshop tutorials explaining how to comp in a background

Hope this helps

2016-11-21, 08:46:03
Reply #3

karklinskarlis1993

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thanks for replies guys,
first of all, my goal is not archviz, but clear environment studies, so ground has to be one of the main part in the scene and i cannot hide it from direct sight.
so, i assume these particular examples i shown before are real geometry scattered around..

does this sounds like correct workflow? -sculpt and modify ground geometry, get some high-res seamless ground texture, add some another displacement texture?
is it possible to somehow control displacement for camera , for example, displacement being active depending on view distance from camera?


here is another great project containing the landscape i am aiming for.. what kind of ground texture is this, as it feels its not repetitive and doesnt seems to be tiling across the scene?
https://www.behance.net/gallery/39715513/H3-House-Luciano-Kruk

more tips on this subject are more than welcome!

as i am rendering my project atm, later i will show some of my examples, so maybe someone could strike me up some direct tips!
« Last Edit: 2016-11-21, 08:58:01 by karklinskarlis1993 »

2016-11-21, 10:25:46
Reply #4

romullus

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You can't expect to cover big landscape with single texture reasonably well, however big it would be. The trick is to think clever and combine multiple textures. One uniquely mapped with low frequency details and several tileable with high frequency details. Additionally you can add scattered geometry details as suggested already to add more unique view and mask any tiling.

As for your last link, you can find this project in Corona gallery too: https://forum.corona-renderer.com/index.php/topic,13526.0.html Maybe it's worth to try to contact author and to ask if he is willing to shed some details (preferably publicly) about how he created that terrain.
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2016-11-21, 11:01:50
Reply #5

karklinskarlis1993

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makes sense, lets say practice is the key
thanks

2016-11-21, 13:20:26
Reply #6

maru

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It looks like the textures used in the examples from the 1st post are photogrammetry. You can find similar ones here: http://megascans.se/
Then you can take few of such high-res textures (2k, 4k, 8k,...) and blend them together, either using their tool (Quixel Studio), or by creating some kind of mask in 3ds Max - e.g. procedural noise. Even if the maps are tiling, the tiling will be hidden by the procedural masking. There are also tools for producing nice seamless textures, e.g.: www.artomatix.com/ - haven't tested this one very well yet, but am planning to.
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