Lamborghini Gallardo
I think I found the thread you mentioned. Is it a test thread of drBouvierLeduc's? He post some test pics and then eventually posts a .blend of a a leaf? I have to look at it more when I have some more time, but it looks like it could be helpful for making plants to be put in planters by the windows and pots on the ground. I also want to have some vines growing up the side of walls and what not. Kind of like this...
or this...
Any tips or idea's?
or this...
Any tips or idea's?
- Kosmokrator
- Posts: 1141
- Joined: Sat Jul 29, 2006 11:52 am
- Location: Greece-Athens
I've been quite absorbed in the whole issue of plants and trees lately. Haven't really found the ultimate solution.
For the kind of ivy in these images, I would use Thomas Luft's ivy generator ( http://graphics.uni-konstanz.de/~luft/ivy_generator/ ). It's a fantastic standalone app that creates pretty heavy but incredibly realistic meshes in .obj format.
For plants, try this: http://web.inf.tu-dresden.de/ST2/cg/dow ... licplants/
For the kind of ivy in these images, I would use Thomas Luft's ivy generator ( http://graphics.uni-konstanz.de/~luft/ivy_generator/ ). It's a fantastic standalone app that creates pretty heavy but incredibly realistic meshes in .obj format.
For plants, try this: http://web.inf.tu-dresden.de/ST2/cg/dow ... licplants/
yeah, should be that thread
Though, just as a warning, that might be the most realistic-looking solution, but it shouldn't be the fastest.
There where other solutions, which looked not *that* good but still "good enough" and where a lot faster (for example, as one starting point of the dr's solution was, simply blending diffuse transmitter with phong.)
The real SSS really adds a lot to it, though.
You could do it like this: using a temporary material, for the tests and try to find a good leaf material (if Leduc's isn't already as you need it) in a simple test scene
Then, in the final image, you use optimized material
Though, just as a warning, that might be the most realistic-looking solution, but it shouldn't be the fastest.
There where other solutions, which looked not *that* good but still "good enough" and where a lot faster (for example, as one starting point of the dr's solution was, simply blending diffuse transmitter with phong.)
The real SSS really adds a lot to it, though.
You could do it like this: using a temporary material, for the tests and try to find a good leaf material (if Leduc's isn't already as you need it) in a simple test scene
Then, in the final image, you use optimized material
Kosmokrator Kidding about what?
BbB That ivy generator you linked looks cool and I'll download that to try out and see what I get.
Kram1032 I know I'll just use it as a ref to how to make materials and model the leafs, but I won't copy what he did. I don't want the plants to be the main subject
And just so everyone knows the second pic is a photo I found on flickr. I just thought it was a good example of the ivy I wanted to do.
BbB That ivy generator you linked looks cool and I'll download that to try out and see what I get.
Kram1032 I know I'll just use it as a ref to how to make materials and model the leafs, but I won't copy what he did. I don't want the plants to be the main subject
And just so everyone knows the second pic is a photo I found on flickr. I just thought it was a good example of the ivy I wanted to do.
This was my first try with the ivy generator and it looks pretty good even with the leaves just as planes. I need to figure out how to give every plane a leaf image now, but that shouldn't be to hard. I know about the realistic grass tutorial by drBouvierLeduc so I can just do something like the materials in there.
Thomas' site also includes an archive of leaf material, including clip maps. The leaf planes in your model are already UV-mapped, so you don't even need to unwrap them. There are two kinds of leaves, corresponding to two separate leaf object: young and adult. Just apply the appropriate clip-mapped leaf to each mesh (a blended mat) and that's it. There are also dead leaves if you want to play.
- Kosmokrator
- Posts: 1141
- Joined: Sat Jul 29, 2006 11:52 am
- Location: Greece-Athens
I think I have the ivy how I want now and I still have to model some small plants yet, but I want to start on some texturing and don't know where to start. Like the doors. I want them to be big, wooden doors. Where can I get textures? How can I get a bumpmap thats equal to the texture? (etc.)
Can I get some help on how to texture? Thanks guys!
Can I get some help on how to texture? Thanks guys!
For doors, go to CGTextures.com.
For bump maps, just start with a B&W version of your colour map. When you're big, you can start experimenting with custom bump maps.
(Just kidding of course, but simple B&W is a good way to start. Hell, if you really feel lazy, just use your colour map in the bump channel.)
For bump maps, just start with a B&W version of your colour map. When you're big, you can start experimenting with custom bump maps.
(Just kidding of course, but simple B&W is a good way to start. Hell, if you really feel lazy, just use your colour map in the bump channel.)
Thanks for that site I found some good stuff there. I bookmarked it for future use. But sadly my computer can't keep up with these huge meshes. Trying to export a scene with just the ivy, camera, and sun takes awhile and freezes my computer so I think I either need to get a new computer, stop working, or come up with a new scene idea.
The third option will be the best way to go I think and shouldn't be to bad, I have a few other ideas for scenes.
The third option will be the best way to go I think and shouldn't be to bad, I have a few other ideas for scenes.
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