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toddster 09-04-2013 01:51 PM

Countryside Scene
 
5 Attachment(s)
SwatSnipe and others have inspired me to try my own nature scene, so I'm jumping on the bandwagon.
Started with Maya Paint Effects for the trees and shrubs, converting to polys and replacing the leaves on the trees with double sided shaders. A lot of test rendering. I want to create a rich fern filled forest scene using mostly mr render proxies, I'm looking forward to pushing the memory limits.

Gen 09-04-2013 07:25 PM

Looking good so far. I'll be watching this. :)

murambi 10-04-2013 08:04 AM

me too havent seen a vegetation thread in a while. I always do enjoy them

Dushyant 10-04-2013 09:12 AM

Great Thread.

I can already feel some heat coming from your Cpu..:D

I am also working on a scene nowadays with lots of vegetation. Was wondering proxies is best way to go as you can't see the shading and changes in Viewport. weren't Instancing is a better option.(just my view..:)

Just to share i have use a creative crash script spPaint3d(http://www.creativecrash.com/maya/do...sc/c/sppaint3d) and it work like a charm.
and another one if you are not Animating the Vegetation then you can use this one too
http://www.creativecrash.com/maya/do...scatter-script

Looking forward for some more progress.


-dushyant

dustykhan 11-04-2013 07:54 AM

This is also a nifty little script for tiling UVs and can be used on your leaves and also grass! Will be good to see this come together.

toddster 11-04-2013 08:29 AM

thanks! I look forward to using those scripts.

SwatSnipe 11-04-2013 12:29 PM

A great start mate :) Looking forward to seeing this! I love the shader for the rock. Is it done with mia material?

SwatSnipe 11-04-2013 07:43 PM

Btw, i would love to have the sp paint script! Would make it easier to make even better scenes. But i havn't gotten it to work in maya 2012 :(

Gen 11-04-2013 08:54 PM

Quote:

Originally Posted by SwatSnipe (Post 347723)
Btw, i would love to have the sp paint script! Would make it easier to make even better scenes. But i havn't gotten it to work in maya 2012 :(

I've used it in 2012 and now 2013. What does the error say?

bullet1968 12-04-2013 08:14 AM

Make sure there is a script that gives you random placement :)

Cheers bullet

toddster 12-04-2013 08:55 AM

2 Attachment(s)
Yes it's just a straight mia material with a mossy rock texture from cg textures. A slight bump too. To be honest the rock I showed previously is the new version because I had grand ideas of using high detail displacement on them from zbrush, but realised the detail would never be seen, so decided to remodel them simpler with sharper angles and no displacement. Got to keep the memory free for the foliage! I may keep the old versions for another scene someday.
Cheers

SwatSnipe 12-04-2013 11:46 AM

Gen: I type in "spPaint3d" and it says "result: spPaint3d" But nothing pops up :S

Btw toddster. What's your shading setup for the plants? Got translucensy in there?

toddster 12-04-2013 02:17 PM

2 Attachment(s)
Yes, translucency on the leaves, although it's a fine line between enough and too much. Also double sided shader with different coloured leaves seems to add more variance to the trees. I've searched a few forums for the best way to do this - the way I've done it is physically incorrect but seems to work alright when I turn the weight down on the materials so they don't get burnt out.

SwatSnipe 12-04-2013 02:36 PM

Ah, i See :) i could send you one of my scene files with leaves

Gen 12-04-2013 08:25 PM

@ SwatSnipe
All the files are there? There should be 5:

spPaint3d.mel
spPaint3dContext.py
spPaint3dContext.pyc
spPaint3dGui.py
spPaint3dGui.pyc

@ toddster
What are the leaf shader settings like? I've tooled around with piping the texture through a mult/div and into the translucency, got pretty good results.

SwatSnipe 13-04-2013 12:52 AM

1 Attachment(s)
Hmms, seems like i only have 3 files in my zip. Strange since i downloaded it from that link some week ago :s

Here's my shader setup:

Gen 13-04-2013 02:52 AM

Well let me know if you want them.

Dushyant 13-04-2013 09:34 AM

Quote:

Originally Posted by Gen (Post 347749)


What are the leaf shader settings like? I've tooled around with piping the texture through a mult/div and into the translucency, got pretty good results.


Hi Gen,

Could you Explain a bit how this multiply/divide node help in making leaf and vegetation shaders. I also read this on other websites but can't understand how it works.

I am also working on a scene with lots of vegetation.


Thanks
dushyant

SwatSnipe 13-04-2013 11:50 AM

It's easy to use the mult/div for making translusency. First of all make a mia_material_x. Under it's attributes make it "thin walled" and uncheck "skip reflections on inside". Under refraction you need to set a transparency value or it won't work. To make it easy say you put it to 0.25. Then go under the translusency tab of the mia material x and check "use translusency" and put the weight to 1. I'm assuming that your using physical sky. So now create a gamma correct node and make the gamma .454 .454 .454. Then under the value checker box choose your file. Now create a mult/divide node and plug your gamma correct into input 1. Now click on input 2 of the mult/div and type in 4 4 4. The reason for that is cause our refraction transparency is 0.25, and to make it work the number we put in the mult/div node has to equal 1. Now just middle mouse drag the mult/div node to translusency color on the mia material x

And now you have translusency ;)

toddster 15-04-2013 03:23 PM

2 Attachment(s)
Testing the ferns out on the ground plane. I made 8 different types for variety. Just using the paint scripts tool at the moment to get the floor covering. The ground plane texture will hopefully be covered eventually with other shrubs.

Gen 16-04-2013 10:45 PM

1 Attachment(s)
Essentially it's as SwatSnipe said, instead of using the translucency swatch or plugging the texture directly to the channel, you'd pass it through a multiply/divide node which allows you to control the strength of the translucency.

Now, back to lurking and not hijacking Toddster's thread lol :P


@ Toddster
Is that a temporary ground plane? I ask because it seems kinda small.

Dushyant 17-04-2013 01:28 PM

Quote:

Originally Posted by SwatSnipe (Post 347768)
It's easy to use the mult/div for making translusency. First of all make a mia_material_x. Under it's attributes make it "thin walled" and uncheck "skip reflections on inside". Under refraction you need to set a transparency value or it won't work. To make it easy say you put it to 0.25. Then go under the translusency tab of the mia material x and check "use translusency" and put the weight to 1. I'm assuming that your using physical sky. So now create a gamma correct node and make the gamma .454 .454 .454. Then under the value checker box choose your file. Now create a mult/divide node and plug your gamma correct into input 1. Now click on input 2 of the mult/div and type in 4 4 4. The reason for that is cause our refraction transparency is 0.25, and to make it work the number we put in the mult/div node has to equal 1. Now just middle mouse drag the mult/div node to translusency color on the mia material x

And now you have translusency ;)



Thank you so much this was very easy and helpful Explanation...:)

toddster 17-04-2013 05:00 PM

2 Attachment(s)
Gen - yes, but the render will be from near ground level, which will help with the depth, although I can't make the scene as big and dense as I would like. I've created it in a sort of V shape following the camera view to minimise the polys.

murambi 18-04-2013 08:19 PM

Hey Genny You mind sending me those files I seem to be having the same problem. I can get it to work with Maya 2011 but not 2013

Gen 18-04-2013 08:53 PM

1 Attachment(s)
Sure no problem.

toddster 19-04-2013 05:06 PM

1 Attachment(s)
Here's my render, actually comped from a couple of renders because I overdid it on the polys. Quite a bit of post work to get it looking ok, I made another distance layer in Pototoshop to add more depth. The scale of the leaves on the left hand leaves are far too big and the stones don't really sit properly. Looking to revisit this to redo the textures and lighting.

Gen 19-04-2013 09:31 PM

Ohh that came out quite nice and I agree about the stone path. Perhaps the stone slabs could've been textured in a way that suggests they've been sitting in dirt or get an aggressive AO going on because they do look pretty clean.

chilledoutredhead 21-04-2013 10:30 AM

looking great, but i agree about the stones as well they just look flat, need some shadow to bring out some bumpy stony detail . :) . the depth is good though

Dushyant 21-04-2013 10:52 AM

Hi,

Shader is looking good, but there is so much variations in grass. means in reality there is not much variations in grass at a particular place.It depend on places , areas and soil.



-dushyant

toddster 03-05-2013 02:17 PM

2 Attachment(s)
Here's another scene I've been working on.
The original idea came from this image:
http://fineartamerica.com/featured/p...sivelight.html

Have a good weekend.

stwert 03-05-2013 03:27 PM

I think to really get the mysterious forest feel, you'll want the trees bigger and more overhanging the path. It's feeling a bit serene and open in the first image, don't know if that's the mood you're after.

chilledoutredhead 03-05-2013 08:31 PM

your visual are awesome. very pretty

chilledoutredhead 03-05-2013 08:33 PM

i agree with stwert though, you should get fog some fog in there and get it all eerie, i think it would look awesome :)

SwatSnipe 06-05-2013 01:38 AM

Looks good mate :) how was the fog done? Volume primitives?


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