vegetation test

Started by Dune, August 22, 2016, 10:12:59 AM

Previous topic - Next topic

Dune

I really need to make a library of procedural vegetations for more distant viewing, so I started out doing some wet heathland with lots of low grass and some patches of blooming heather.
Not perfect yet, but good enough to post, I think.

Update...

Update...

DocCharly65

Idyllic atmosphere. Great Ulco!

Jokes

Wow, I love it so much! It looks very real!

fleetwood

All looking very good. Really like the last one .

bobbystahr

If only I wasn't colour blind...odd thing is I see it very much like y'all but trying to do subtle colouring like this is and likely always will be, beyond me. Bloody lovely Ulco....your painting background is showing...good stuff.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Mr_Lamppost

Good stuff  :D

The third one looks most real but the broken up water in the first gives a better impression of "Marshy"
Smoke me a kipper I'll be back for breakfast.

AP

The impression of various grasses looks fairly good there. Everything but the trees is fully procedural?

masonspappy

Quote from: Mr_Lamppost on August 22, 2016, 06:38:58 PM

The third one looks most real but the broken up water in the first gives a better impression of "Marshy"
Kind of thinking the same thing

Dune

I agree with you. In that render I raised the 'dry parts' a bit, and as that's a soft fractal, it also raised part of the wet area, producing the little humps. Not a very good way of handling the masking, but the result was nice.
The really far back is procedural trees, just a humpy rise and some dark greenish color, masked by distance shader, before that about 6 tree pops of 4 species and one grass pop inthe last render, taking the color of the ground. All displacements and colors are done after a base color node, so no compute terrain, easy in these kinds of renders.

Mr_Lamppost

Grass pop in the last one, I wondered but thought you may have done something clever with very tall thin fake stones.  I remember getting passable procedural grass that way years ago but didn't save the file and was never able to reproduce the good result. All later attempts had noticeable black displacement artefacts.
Smoke me a kipper I'll be back for breakfast.

bobbystahr

Quote from: Mr_Lamppost on August 23, 2016, 01:21:21 PM
Grass pop in the last one, I wondered but thought you may have done something clever with very tall thin fake stones.  I remember getting passable procedural grass that way years ago but didn't save the file and was never able to reproduce the good result. All later attempts had noticeable black displacement artefacts.

I find the procedural grass preset to be very adjustable and handy for distant veggies....
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

zaxxon

Lovely trees and light! The last one (as you might expect) with the grass population is my preference. Was there any hit on render time?

Dune

I think render times were about the same; about 25 minutes, at 0.6 and AA6, soft shadows 0.5 and 5 samples.
@ Mr.Lamppost: I did use some 'procedural grass' effect also, just one, dense (2), no color fake stones layer of size 0.005 and height 1 or so. I too find that if you increase height to 10, you also get more nasty black artifacts, and it's really important to have high detail settings to have a proper grass effect then. I might try it again with more extreme settings or a double layer of 'fake grass', see what happens. Adding a Lambert shader for some translucency (or a default shader as base) may get you some softer light 'through' that grass.

Dune

#13
A comparison between different sets op fake stone grass. All crop took 2min each, the detail 0.8 crop 25 seconds longer.
Low and sparse meaning 5 high and 0.8 density, 2xhigh meaning 2 shaders in line, each 10 high, high20sparst meaning height 20  :P and 0.5 density....

bobbystahr

good tests, 2xfakegrasshigh.jpg (95.81 kB, 3 works best to my colourblind eyes
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist