Creating a historic scene - Forest land

Started by Icegrip, November 08, 2012, 11:36:43 AM

Previous topic - Next topic

Henry Blewer

You can use multiple blending shaders; each controlling an element of the final blending shader mask. For instance, this is a simple setup for making clumps of trees.

Get Texture coordinates                       Constant Scalar
                |                                                      |
                 ___________________________
                                           |
                             Voronoi Cell Scalar
                                           |
                                Power Fractal
                                           |

The power fractal is the blending shader. The Voronoi Cell Shader makes the clumps. Get Texture coordinates provides coordinates for the voronoi noise. The constant scalar is for scale. I use the same value for the constant scalar and the power fractals scale. The default smallest scale of the power fractal is usually fine. The lead in scale of the power fractal controls the spacing distance of the clumps.

You can also adjust the coverage using the color controls of the power fractal.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Icegrip

Thanks Njeneb! :) I will have to play around with this before putting it into the scene.

Clumping of trees would be a great thing to do as it adds to the realism even more. Is this technique going to alter the number of objects in a population or just their distribution pattern? I hope only the distribution as I still would like to know the number of objects I place on a surface area.

Icegrip

#17
Added smaller trees on mires, standing dead trees and some more under vegetation...


Icegrip

#19
Thanks Kadri!

Added some stones, larger Pines, standing dead trees...

Icegrip

After many hours...

On a cloudy day 1913.


mhaze

Very good indeed, I've been watching this with interest, keep 'em coming!

masonspappy

Really nice! You've managed the randomness factor to the point where tree placements look quite natural.


Dune


Icegrip

#25
Quote from: mhaze on November 17, 2012, 04:40:02 AM
Very good indeed, I've been watching this with interest, keep 'em coming!

Thank you! I will do some more POVs.

Quote from: masonspappy on November 17, 2012, 06:22:48 AM
Really nice! You've managed the randomness factor to the point where tree placements look quite natural.

Thanks! I've used many different populations with "different randomness".

Quote from: Kadri on November 17, 2012, 07:04:13 AM

It looks realistic , Icegrip!

Thanks Kadri!

Quote from: Dune on November 18, 2012, 03:09:56 AM
Great progress, Icegrip.

Thanks Dune!

TheBadger

It has been eaten.

Icegrip

Long time since any update. But now it's time!  :)
FrankB showed a nice modification of a render in the thread "Ponte Salario. He used a program called Snapseed and I thought it might suit this purpose, to create a rough rugged look at an old photograph.

This is what I came up with, I call it "Incoming rain".




TheBadger

It has been eaten.

Mor

Great and very natural result. It's been nice to watch the progression of this.