Author Topic: Landscaping  (Read 60451 times)

2014-07-04, 21:28:48
Reply #45

Ludvik Koutny

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Always focus on less unique objects, and focus on instancing as much as possible. I usually do just fine with maximally 5 different trees in my scene. All of them having from 1 to 2 millions polygons. Once you scatter them properly, with random rotation, scale, and some color texture randomization tool like multiscatter texture or forest color, they look like a forest of completely unique trees.

2014-07-04, 22:27:27
Reply #46

CiroC

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Always focus on less unique objects, and focus on instancing as much as possible. I usually do just fine with maximally 5 different trees in my scene. All of them having from 1 to 2 millions polygons. Once you scatter them properly, with random rotation, scale, and some color texture randomization tool like multiscatter texture or forest color, they look like a forest of completely unique trees.

Thanks Rawalanche for the suggestions. Well, I have 9 variations of the same tree, but I found out that I had some rocks with heavy geometry. Once I exported them as proxies the scene dropped to 20 seconds. For now, I am a little bit restrict in using multiscatter or forest, but I will try my best with the Corona scatter and vertex color. I found that using the unique painter script to create a section of grass works perfectly.

Do you have any suggestions for the material? I am using textures for the diffuse and the same for the translucency (0.5). The reflection ior is set to 1.6 with a glossiness of 0.5 and a color of 200 or 150.

However, I feel that I am missing tha look of transperency that is common on the leaves.


2014-07-21, 12:29:19
Reply #47

CiroC

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Got back to this scene.

Now working at the Galvanized metal. Hope I am in the right direction. Any feedback is welcomed and if the material gets to the right point I will share on the CML's website.

2014-07-21, 18:43:32
Reply #48

Nekrobul

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2014-07-21, 22:19:43
Reply #49

CiroC

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Use IRL reference when making materials )

http://th06.deviantart.net/fs71/PRE/i/2012/078/1/e/galvanized_steel_texture___stock_by_kodemaster-d4t99mx.jpg

I believe is not too far from the reference image. I am using an IOR of 3

2014-07-21, 22:28:52
Reply #50

Nekrobul

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Try something like IOR 10-15 for more metalish reflections, i can post my variation if i"ll have some spare time tomorrow.
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2014-07-21, 23:09:51
Reply #51

CiroC

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Try something like IOR 10-15 for more metalish reflections, i can post my variation if i"ll have some spare time tomorrow.

Thanks for the help. It really makes difference using the IOR of 10 or even 15. I think that now I am closer to what a galvanized metal looks like. Anyt further suggestions are welcome.

2014-07-21, 23:48:48
Reply #52

fellazb

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Is this procedural or texture mapping?

Perhaps you should lower the glossiness value and add some little bump for scattering the light better.

2014-07-21, 23:55:16
Reply #53

romullus

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If you want to make convincing galvanized steel material, anisotropy is mandatory. Also, i find procedural maps superior over bitmaps in this case.
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2014-07-22, 15:01:51
Reply #54

CiroC

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Thanks for the help and feedback.

I am using a texture map instead of a procedural map. I know that a procedural map is probably the best option, but which one produces the best results? I am going to try the Cellular map.

I took your advice and lower the glossiness, increase the bump effect and add some Anisotropy to the material, as shown in the image attached.

However, I noticed that Galvanized Steel is not so linear because I found some very shine galvanized steel, but also things like lamp post and other elements the surface is reflective with a low glossiness.

Let me know what you think about the next two materials and thanks once again for the help.


2014-07-22, 15:14:47
Reply #55

romullus

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Should you pass me that material preview scene from CML, i'd try to render my procedural galvanized steel material on it and show it here.
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2014-07-22, 15:17:07
Reply #56

CiroC

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Should you pass me that material preview scene from CML, i'd try to render my procedural galvanized steel material on it and show it here.

Thanks for the help.
See the attachment please.

2014-07-22, 16:24:49
Reply #57

romullus

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Here ya go. This material works very well in certain situations and fails in others, but it is very easily tweakable, so you can adjust it to fit almost every scenario. It's completely procedural and it don't have any map in colour slot.
If you interesting, let me know - i'll show you shader tree.
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2014-07-22, 16:33:53
Reply #58

CiroC

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Thanks romullus. If you are kind enough to share the shader tree, I appreciate, in particular the procedural map you used for the diffuse.

2014-07-22, 17:23:21
Reply #59

romullus

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I'm sorry, but i won't share material yet. It's still in R&D stage, so not ready to go in public :]
 
A material itself is pretty simple. All beauty lies in glossiness and anisotropy components. If you want modify this material to suit your needs, you basically just need to play with reflection glossiness and anisotropy values. Anisotropy is straightforward as it's hasn't map plugged in it. Glossiness is a bit trickier. You have either to unplug map play with value spinner until you like result and then adjust map accordingly or do it with mixing component spinner in maps rollout.

Since all maps are procedural, you may struggle with setting proper scale of it. I'd recommend to search for ProceduralMapScale script - wonderful little tool for that job.

Good luck!
I'm not Corona Team member. Everything i say, is my personal opinion only.
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