Meadow WIP

Started by domdib, October 19, 2009, 12:53:50 PM

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domdib

I've been wanting to do a render with Walli's nice Mouse Ears plant for a while...This is very much a work in progress - haven't yet finalised camera placement, density of pops etc, but I thought I'd show it now, to see if anyone has any thoughts on where it might go next. I know there's some issues in the foreground, and I've posted about that elsewhere.

littlecannon

To be honest I have no ideas for you as to me this is looking good already. Alright a couple... more grass models to give a more random feel and some debris if you have some. Other than that... I like it as it is.
Cheers,
Simon.
I just need to tweak that texture a bit more...

Seth

that is a lot of flowers (and very tall too). and only pack there, not on the hill side :)
maybe you should work on your atmo and light to give some more mood to this render

choronr

Very impressive and inspirational!

Henry Blewer

I would make the flowers clump more. Increase the area they cover. Use a distribution shader to limit them so they are not everywhere. Make the distribution shader density about 0.3 +/-. Then increase to population density of the flowers. The distribution shader will make it so there are not 100 million, but only a few thousand.
I do this much too often; lower the sun's angle to the horizon. Add more haze. It will help create more atmosphere. (he wrote with tung in cheek) ::) It will also change the lighting, so more global illumination or ambient occlusion may be needed. ( a good opportunity to add subtle coloring)
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choronr

Quote from: njeneb on October 19, 2009, 04:04:42 PM
I would make the flowers clump more. Increase the area they cover. Use a distribution shader to limit them so they are not everywhere. Make the distribution shader density about 0.3 +/-. Then increase to population density of the flowers. The distribution shader will make it so there are not 100 million, but only a few thousand.
I do this much too often; lower the sun's angle to the horizon. Add more haze. It will help create more atmosphere. (he wrote with tung in cheek) ::) It will also change the lighting, so more global illumination or ambient occlusion may be needed. ( a good opportunity to add subtle coloring)
I might add that the use of the Painted shader offers an opportunity to intensify clumping rather well. Perhaps two populations - one with the Distribution shader; one with the Painted shader.

domdib

Thanks for all the suggestions guys! I was definitely thinking of decreasing the concentration of flowers already (and also shrink them slightly). And I haven't started work on the sky yet, although I actually quite like the current lighting. I'll probably do two versions with different lighting/atmo.

Incidentally, the terrain is from the new NWDA default project, and the soil is Ryan's NWDA Dirt pack.