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Fake Large-scale Forests in Blender 

CG Boost
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27 сен 2024

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Комментарии : 242   
@cgboost
@cgboost Год назад
⇨ Download the project files here (click on RU-vid tutorials & Project Files): cgboost.com/resources ⇨ Check out Martin's "Master 3D Environments in Blender" course here: www.cgboost.com/courses/master-3d-environments-in-blender
@Hartley94
@Hartley94 Год назад
Great system there.
@beaustine6093
@beaustine6093 6 месяцев назад
Hello! Wanted to say thanks so much for making this tutorial. 🙏🏻 I have a question… I’m having an issue with rendering the material index. For some reason the tree is coming out as all white and the background black. Where I see your renders are more black around the leaves and then brighter at the center of the tree. Any idea why this is happening. I do want to mention that I am using a Botaniq tree that has multiple materials for both the bark and leaves. However I have turned the Leaves material to 2 for index pass, and the bark materials to 1, as instructed.
@EmaSans-tu5eg
@EmaSans-tu5eg 5 месяцев назад
​@@beaustine6093 Same thing to me... I see black trees (only in cycles render)
@beaustine6093
@beaustine6093 5 месяцев назад
@@EmaSans-tu5eg So I went ahead and took the albeto map into photoshop and tried creating my own mask image. The result came out pretty decent. From what I understand I don’t think the mask is super important. If you can’t figure it out, you’d probably be ok with just using the black and white image. Hope that helps. 🤙🏻
@adrianstarfinger5721
@adrianstarfinger5721 Год назад
This is a real smart paradigm to have in general, not just for trees!
@NupeWoop
@NupeWoop 3 месяца назад
Paradigm as in you can use this for other areas like people buildings, light poles, etc
@NupeWoop
@NupeWoop 3 месяца назад
?*
@jon_franklin
@jon_franklin Год назад
Love this tutorial but I just wanted to mention that for the constraints you don't have to add a 'track' and a 'limit rotation', you can simply use a 'Locked Track' constraint. Set the Z as the locked Axis and the Y as the direction.
@theDyingArts
@theDyingArts Год назад
Seriously, a fantastic tutorial. I'm not familiar with your channel, but the pink highlights on the settings you're adjusting make it so easy to follow without having to pause. And in addition providing the assets / sprites is icing on the cake. Mad respect, subbed.
@MartinKlekner
@MartinKlekner Год назад
Cheers, glad to hear that!🥳
@tomgallant9205
@tomgallant9205 2 месяца назад
Fantastic tutorial, thank you, it works so well! To make it even more efficient I set up the Material/Pass index at the start and then saved the mask and the colour file without having to re-render. For colour variations I found it simpler to connect the random output of Object Info to a Hue or Brightness input between colour and Principled BSDF and use a Map Range to control variations.
@cgboost
@cgboost Месяц назад
Thanks for the additinal tips ^^
@liridoncani
@liridoncani 11 месяцев назад
This is unique. Its not only improves your rendering but also looks as realistic as 3D. This is great for large scenes. Amazing video.Thanks a lot👍
@wasoha
@wasoha 10 месяцев назад
I was having some trouble getting the normals to behave in version 4.0 and discovered this is because they changed the Normal Map node's strength calculation, I needed to turn it way down compared to this video in order for it to appear correct. Just an FYI for anyone else following along in newer Blender versions.
@cgboost
@cgboost 10 месяцев назад
Thanks for pointing this. Actually 4.0 makes a real improvement in handling normals .
@samk9632
@samk9632 Год назад
I think it would be great to go over how powerful instancing is. I scatter hundreds of thousands of assets, each w/ hundreds of thousands of polygons, it's something not many people really know the utility of
@Purpial
@Purpial Год назад
Yoo what's up Kruger!
@xanzuls
@xanzuls Год назад
Exactly what I was thinking. Especially with geo nodes, I was able to instance thousands of 4D animated scans in Blender and have it play real-time.
@galaxydirewolf6606
@galaxydirewolf6606 Год назад
Doing environment scenes in college. This is literally perfect, Thank you!
@galaxydirewolf6606
@galaxydirewolf6606 Год назад
@Loniyke it's one in the UK
@KingKong19100
@KingKong19100 Год назад
Same here haha
@hankookofthewest
@hankookofthewest Год назад
for me i am going to london met rn@Loniyke
@grim789
@grim789 2 месяца назад
You can go to college for this? Is it necessary, like, what's the degree in animation?
@State-Of-Mind
@State-Of-Mind Месяц назад
@@grim789 they're going to college and learning more from free blender tutorials loll
@Groffili
@Groffili Год назад
It's smart, it's versatile... and I love it!
@claudiusraphael9423
@claudiusraphael9423 Год назад
Now i need to learn how to embed that into procedurally generated maps and control it programmatically inside Blender. Thanks for sharing, nice pace and quality content - instant like and subscribe!
@TruthSurge
@TruthSurge Год назад
amazing vid! It would have taken me about 52 years to figure this out on my own w/o any example!
@_Thevoidcalls
@_Thevoidcalls Месяц назад
Wow its a great tutorial! Thank you so much for showing me how to do this! I’ve been trying to make trees foe awhile and this really helps!
@_stanfx
@_stanfx 11 месяцев назад
You're a legend Martin!! Thank you for this tutorial and the course :)
@thisspaceforrent5737
@thisspaceforrent5737 Год назад
Just dug up the file I made with the old tutorial and started tweaking. Thank you so much for this!
@MartinKlekner
@MartinKlekner Год назад
Glad to hear!
@KenMFT
@KenMFT Год назад
Making the maps just look sick, didnt know thats how they were made
@sharp4271
@sharp4271 3 месяца назад
My poor pc was dying due to trees, this was exactly what I needed! Thank you very much!
@Lord__Gold
@Lord__Gold Год назад
Small input at 2:14: any resolution you can put there is rectangular. You meant square. :)
@GrimK77
@GrimK77 Год назад
Cool, I'll have to test it, but with initial renders done with sky texture lighting. You seem to correct with curves what's essentially too dark render, and in large scenery trees still stand out from scenery as illuminated with downlight.
@dariond4893
@dariond4893 4 месяца назад
Great tutorial, perfect amount of info
@elcamsterino4798
@elcamsterino4798 Год назад
I learned so much from this video, Thanks! I had no idea about so many of these techniques
@AmberSantana-is3dq
@AmberSantana-is3dq Год назад
2d is perhaps the most important and powerful tool in 3D modeling because it’s not heavy on the hardware and sometimes the quality is better
@thomas7726
@thomas7726 5 месяцев назад
This is gold! Helped me a lot (doind a massive asteroid field)
@3dlab334
@3dlab334 11 месяцев назад
Juast discovered you guys! I'm really IMPRESSED
@SimFiftyFifty
@SimFiftyFifty Год назад
Great tutorial and nice refinements since the older one. Tho imo in your example scenes some trees are way too close to the camera, it's quite obvious they're planes and it feels cheap. This should be used only for background trees.
@SmoStory
@SmoStory Год назад
Love it! Thanks.
@shadowmonarch_
@shadowmonarch_ 11 месяцев назад
2-3 weeks ago I leaned about Maya Mesh tool and how to use it to create a realistic forest. Today YT recommended this video (looks like have to install Blender), to be honest Maya's forest was looking more realistic then this, but considering these are just png image it's looks pretty nice.
@SumNumber
@SumNumber Год назад
The results are very cool. I am starting to use image planes myself on everything I can . You do take this to a new level I have not tried . Thanks for the share. :O)
@alexandreancel6423
@alexandreancel6423 Год назад
Truly useful and awesome advices, thanks for sharing, Martin !
@ali32bit42
@ali32bit42 Год назад
9:29 i dont think you need two normal maps for this. you could bake object space normal maps which will fully preserve all the directional information for you. bump maps work too
@MartinKlekner
@MartinKlekner Год назад
The overall normal adds plasticity to the whole model, making it feel like the treetop is more spherical, while the specific tree normal map adds plasticity to the leaves and trunk.
@ali32bit42
@ali32bit42 Год назад
thats why i said to use object space normal maps. they are specifically designed to keep the curvature of the surface@@MartinKlekner
@MartinKlekner
@MartinKlekner Год назад
Thanks for the note, ill have a look@@ali32bit42
@ComplexTagret
@ComplexTagret Год назад
Nice tip, thank you a lot! And you are right, the last chapter of the video should be scattering along surface. Anyway, thanks!
@ojotropico2120
@ojotropico2120 Год назад
Amazing tutorial, thank you very much ✴
@TEST-kw2xw
@TEST-kw2xw Год назад
I love (not really) these types of tutorials - it all comes down to "buy my cool addons"
@cgboost
@cgboost Год назад
Only that using the technique shown in the turorial does not require using any addons.
@spyegle
@spyegle Год назад
There is no paid addon in this vid lmao, in fact that tutorial is the process to recreate the same effect as "Alphatrees", a paid addon, for free :')))))))
@ThisGuyIsOld
@ThisGuyIsOld Год назад
Nice tutorial! Tree shadow is missing. And constaints now can be copied without Addon, by select all (last one with constraints to copy) then Object -> Constraints -> Copy Constraints to Selected Objects
@MartinKlekner
@MartinKlekner Год назад
I will address the shadow topic in the next part :-) Thank youfor the note! 🙂
@comosdedos
@comosdedos 10 месяцев назад
Can't wait for the next part then !@@MartinKlekner
@jakejake6029
@jakejake6029 Год назад
Your tutorial was so helpful
@john_donne
@john_donne Год назад
Awesome! Thank you!
@SurinamElephant
@SurinamElephant Год назад
Got a question about the advertised course. Are the mountains shown here created using imported heightmaps or will the course cover how to create mountains based on more specific requirements or visions ?
@MartinKlekner
@MartinKlekner Год назад
Hi, both, in one chapter we create mountains using ANT landscape addon, in another using shader nodes, and then we also import height maps.
@Tecillius
@Tecillius Год назад
Thats an amazing tutorial.
@gabrielomane-yeboah
@gabrielomane-yeboah Год назад
That made me the environment guy 😂 Love your videos though
@MartinKlekner
@MartinKlekner Год назад
😊
@DGVillain
@DGVillain 11 месяцев назад
Animation is beautiful 😍
@noobplays4376
@noobplays4376 11 месяцев назад
Wow I didn't understand anything but I am excited to learn
@cre8eve
@cre8eve 11 месяцев назад
Legendary Donut
@ege.the.engineer
@ege.the.engineer Год назад
Hi is there any way to use this approach on something like *the fantasy tree generator* addon (that has an animated wind and particle system), what I'm trying to mean is that can we just create 2D gifs/image sequences that have transparency and all other kinds of stuff in this video to create huge, massive environments that have a bunch of animated (at least in terms of wind animation) trees?
@KingKong19100
@KingKong19100 Год назад
Nice job! I’m very curious as to how to render out a holdout for a view layer but have it NOT cast a shadow onto other layers
@kuhanesh
@kuhanesh Год назад
In cycles, you can go Object Properties->Visibility->Ray Visibility->Shadow (check/uncheck). Not sure if that's what you're looking for !
@KingKong19100
@KingKong19100 Год назад
@@kuhanesh Thank you but unfortunately not. That is where my mind first jumped to as well but due to my workflow using different view layers it affects other renders as well. Thank you though!
@zeronsham
@zeronsham Год назад
Great job.
@Karonclip
@Karonclip Год назад
Beautiful
@dwsel
@dwsel Год назад
V-useful tutorial!
@robinvegas4367
@robinvegas4367 Год назад
Wait, is that my tutorial donut in the background?
@BenjaminZinn
@BenjaminZinn 7 месяцев назад
Can this be done but with grass? Knowing that normally the camera is more looking down. I want to create very big grass fields, and this method would save a lot of memory.
@cgboost
@cgboost 6 месяцев назад
Yeah I think you can totally do that with grass! ~ Masha
@valtaoi1586
@valtaoi1586 Год назад
can you create a series for understanding nodes?? plz its very difficult to understand how nodes work and how to use nodes to to create different kind of things. plz make
@MartinKlekner
@MartinKlekner Год назад
Ive made exactly that in my Master 3D Environments Course :)
@alexismejiasdepexproP510
@alexismejiasdepexproP510 2 месяца назад
excelente!
@mercylucero8160
@mercylucero8160 11 месяцев назад
wow i like this!
@BigWallsy
@BigWallsy Год назад
Thank you.
@_blender_man_
@_blender_man_ 11 месяцев назад
Unter 👍🏻 have to try it first. Does it work with standard default blender Tree gen (in curves) ?
@cgboost
@cgboost 11 месяцев назад
It should work for any 3d models of trees - just follow the guidelines in the tut when making the 2d textures out of the 3d trees.
@Purpbatboi
@Purpbatboi Год назад
Its the same technique used in like Breath of the Wild / Tears of the kingdom 2D Pre-Rendered Trees with normal maps
@claudiusraphael9423
@claudiusraphael9423 Год назад
Can particles as used here be animated/tweened to keyframes - e.g. to let a tree burn or bloom, etc.? And are they addressable like instances?
@kuhanesh
@kuhanesh Год назад
Not sure if this will work but here's a suggestion: When creating the initial trees, animate it there. Then render as individual frames. When importing it using 'import images as planes', you can set it so it uses the whole sequence and will therefore animate it while using the same node setup
@claudiusraphael9423
@claudiusraphael9423 Год назад
@@kuhanesh Ah, so its kinda like a blitter, letting use the particle like a video-buffer change the quasi-frame-content, cmp. RotoScope/AniGif/MNG or classic layered Multi-Sprites in 8/16-bit-hardware. I really have to dig into the possibilities step by step and play with it, this will be fun. Thanks!
@Rayyarhs
@Rayyarhs 6 месяцев назад
Doing the whole stuff and there is the download file :D I now am gonna remember nothing.
@Zolbat
@Zolbat 10 месяцев назад
14:30 should the green (up/down) channel really be inverted?
@namdoyle
@namdoyle Год назад
I wonder what if this method mix with a 360° image sequences and these 360° texture will be show base on the view angle😬❓ isn't it completely look like a real 3d object?
@Mr_sibo828
@Mr_sibo828 10 месяцев назад
please tell me how you scattered those trees
@MartinKlekner
@MartinKlekner 10 месяцев назад
Soon, I will release a second part of this tutorial, focusing on this topic...
@Mr_sibo828
@Mr_sibo828 10 месяцев назад
@@MartinKlekner thank u very much I need this in my school project , and thank u for making this tutorial
@degibocu
@degibocu Год назад
you are awsome dude
@pa_artiffect
@pa_artiffect 11 месяцев назад
While using this planes as particles it does not follow(rotate along the axis) the camera.
@cgboost
@cgboost 10 месяцев назад
Hi, it's hard to say what's wrong without seeing the file. Can you please post it in our community? community.cgboost.com/home ~ Masha
@kalpit3d934
@kalpit3d934 Год назад
i dont understand why that world normal add that magic of 3d look. can you explain.
@roadtoenviromentartist
@roadtoenviromentartist Год назад
Use impostors in your trees, this a evolution of your billboards.. similar but yo have the posiblity use the camera in extrem planes no breaking the fake foliage. You must learn this technics. Your system I used 25 years ago. Anyway I follow using in composting this alpha layers but combining with impostors. I understand that for younger people everything is incredible amd new. Nice content guy.
@starsartbar
@starsartbar Год назад
couldnt you pack all of the details into an openexr file for better optimization?
@YTmingle
@YTmingle 2 месяца назад
How to use it for UE5.??😢
@brutalheetman5357
@brutalheetman5357 Год назад
awesome
@makoado6010
@makoado6010 Год назад
2d tree? that was called bilboard ~20x years ago... it was the last stage of lod... before we got nanite.
@ovrava
@ovrava Год назад
Do you not use that anymore in Unreal? seems cheaper than nanite versions, is it?
@makoado6010
@makoado6010 Год назад
@@ovrava i use them because i made a lot tree asset but disabled wind animations... until get fixed=never.... the nanite is good when u make a dense forest. its mean about +20fps with nanite compared ot hism. even a grass have better performance with nanite.
@ian2593
@ian2593 Год назад
The only problem I had was - the material index settings didn't work well. I got a mask with the leaves being white and the trunk being a slightly darker grey. So the mask wasn't helpful later on. Is there a better way of doing this? I double checked and they use completely different materials.
@ian2593
@ian2593 Год назад
It's ok. I just generated the masks using compositing nodes and the material index.
@romanpasechnik2891
@romanpasechnik2891 10 месяцев назад
@@ian2593 I have the same issue. If I gave Pass Index = 2 to the trunk and Pass index =0 to leaves then it works for me.
@tigerlily896
@tigerlily896 5 месяцев назад
@@romanpasechnik2891 thank you for this! my trees look so much more varied now
@NarekManukyan
@NarekManukyan Год назад
this is a very good tutorial, I have a large scene with a lots of threes in there, but can you please tell me, I will need a camera from top, and I guess this method can't work in that case
@MartinKlekner
@MartinKlekner Год назад
Just render out the trees from the too, similar angle as your final scene 🙂
@NarekManukyan
@NarekManukyan Год назад
@@MartinKlekner but as the trees follow camera, they will be visible as from side, but from the top🤣
@MartinKlekner
@MartinKlekner Год назад
@@NarekManukyan I think playing with the constraints and changing their axese will solve that :)
@Prahinsfilms
@Prahinsfilms Год назад
What about proxies
@hundegemechu855
@hundegemechu855 Год назад
How can i separate the leaves from the trunk?
@TruthSurge
@TruthSurge Год назад
6:00 watch that
@MartinKlekner
@MartinKlekner Год назад
It has to be the way your model is built, having trunk and leaves separate...
@AmberSantana-is3dq
@AmberSantana-is3dq Год назад
@@MartinKlekneryea otherwise you can use select as
@yzoro9358
@yzoro9358 Год назад
Is this method also ideal for making like a grassy environment also?
@cgboost
@cgboost Год назад
Yeah it should work with the grass too, if it's not too close. ~ Masha
@BlaBla-sf8pj
@BlaBla-sf8pj Год назад
génial !
@LanD_87
@LanD_87 7 месяцев назад
a t on avis je pourrais me servir de cet technique pour rentrer mes arbres dans une map que je fais pour beamng je dois exporter en collada pour etre lu dans le jeu
@cgboost
@cgboost 7 месяцев назад
Hi, you can try it out and let us know if it works :) ~ Masha
@arjungowda6452
@arjungowda6452 Год назад
Thank y❤u
@Dr_ad_agency
@Dr_ad_agency Год назад
Can we use it in evee
@MartinKlekner
@MartinKlekner Год назад
Yes!
@insertanynameyouwant5311
@insertanynameyouwant5311 Год назад
why can`t we just have a few 3d models and scatter them through particle system?
@MartinKlekner
@MartinKlekner Год назад
In my experience, with a lot of particles (thousand-millions) this 2D method is more efficient, not to mention faster in the viewport.
@insertanynameyouwant5311
@insertanynameyouwant5311 Год назад
@@MartinKlekner I see I just thought having particle system is already a robust enough workflow. Will try
@axelighttkritiks8312
@axelighttkritiks8312 3 месяца назад
I import this my unity games
@johnadriandodge
@johnadriandodge Год назад
Shalom AMAZING
@saltnpepper8152
@saltnpepper8152 Год назад
Pc specification please....😊
@cgboost
@cgboost Год назад
HI, you can read them in the description of the video :)
@saltnpepper8152
@saltnpepper8152 Год назад
@@cgboost thank you
@dawsonwaters1371
@dawsonwaters1371 Год назад
Someone make an addon for this ill pay good money
@spyegle
@spyegle Год назад
already exist, alphatrees
@liangyijin4718
@liangyijin4718 Год назад
A million dollars optimization
@Bluemograph
@Bluemograph 2 месяца назад
its weird to see nowaday films are using real high textured 3d object for cgi background, kinda wasting time of rendering and money which is have 11,12 result
@VHM777
@VHM777 Год назад
Siempre me pregunto porque la gente piensa que las iglesias y la fe se acabarán si se revela que existen razas aliens. He sido un cristiano por 20 años. Eso fue después de avistar un ovni. Me satisface saber que Dios ha creado un vasto universo. 😊Mi fe se refuerza con lo sobrenatural en nuestra realidad.
@funw3d538
@funw3d538 Год назад
wtf?
@AntneeUK
@AntneeUK 11 месяцев назад
3Dnow! 🤣
@freemasonry666
@freemasonry666 11 месяцев назад
Lol flat trees is just for meh vga
@Illasera
@Illasera Год назад
Too technical, its good for someone like me who is experienced with blender but for a new guy, all they hear is : "Do this, than set this, than move this" , no explanation as to why and what each button does. 5:24 - You are saving your fake normals with color management applied as well as not saving the image as non colored data / raw (Meaning all the values are wrong there, tbh, i don't know what color management you are even using, you don't show us) and then later you are reading your normal maps as "non color data" which is correct if the image was SAVED as non colored data and it wasn't, you need to further educate yourself on color spaces, all your normal data got shifted in value here, the normals are wrong. Side note : 3:51 if you can avoid using colored lights (Non grayscale lights), avoid them and stick to grayscale lights, at least until spectral renderer will be a thing, the reason is, color lights aren't calculated correctly , its the way the renderer is currently built (sources : color management and spectral renderer topics on devtalk blender), that lack of knowledge is why you had to use a 15,000 watts light there. if you do use colored lights, know it will not be visually accurate. Please note folks, What is presented here is a very VERY HACKED method of baking stuff and the illusion will quickly break if you move around the trees (Obviously, its 2D planes at the end), mind it but for the video purposes, ITS GOOD but with some critical mistakes listed above.
@SimFiftyFifty
@SimFiftyFifty Год назад
Regarding your first point, a "new guy" is generally not meant to learn about large scale optimisation. Chances are high that someone looking specifically for this already has some knowledge of blender or 3D in general.
@Illasera
@Illasera Год назад
@@SimFiftyFifty speculations, a new guy can't search for "Large forest, modeling" ?
@TruthSurge
@TruthSurge Год назад
I don't think your comments were very helpful to anyone. Do you have a better method of using 2D planes in a large scene that covers say half a mile or more? Link here if you do. I'd like see it. My guess is.... you don't.
@Illasera
@Illasera Год назад
@@TruthSurge wrote : "I don't think" ... Exactly.
@TruthSurge
@TruthSurge Год назад
@@Illasera On the contrary, I have a degree in computer science and have extensive research in Christianity and atheism. I dare say I have spent more time thinking than you have been on planet Earth. Your insult reply pretty much shows you have zilch to offer because I asked you to supply a BETTER SOLUTION than the one in this video and you provided.... zilch. Why didn't you tell people to avoid 3D rendering altogether because the results aren't 100% photorealistic? Once again, where are YOUR tutorials? Do you have any scenes/animations of large forests to show and how you accomplished them in Blender? No, all you have is a bunch of harsh criticisms of someone who is sharing - for free - their knowledge.
@plyro
@plyro Год назад
That’s a lot of bad practice for one tutorial.
@kuhanesh
@kuhanesh Год назад
Please may I ask, when rendering the normal, why did you use the render in viewport option as opposed to using the normal pass like you did the material index?
@gurratell7326
@gurratell7326 Год назад
Would really like to see you do a comparison where you compare the render time with these scattered planes vs scattered full polygon trees. Because Cycles actually prefer render lots of polygons instead of lots and lots of alphas, with the bonus that the polygon trees will look quite a lot better :)
@TruthSurge
@TruthSurge Год назад
If I had to just guess, I would say that rendering a 4-vertex plane with 512 pixels of resolution would be way, way, way faster than rendering a tree with 200,000 polygons. So, it wouldn't matter if you had 10 trees or 10 million. It seems clear that rendering light on a 512 pixel plane would be faster than trying to render most any normal poly-based tree. No? If rendering a polygon tree was faster, Martin wouldn't be going to these lengths to create trees like this to scatter across a HUGE area of land. You can make one tree like this and one just polygons and test it yourself on your machine and time it. See which one renders fastest. I'm going to bet the image planes render faster. If you are adding 10 or 11 trees to a small scene, then this method probably is a waste since you can just add 3 or 4 trees, instance some and use high poly trees. Just how I see it.
@gurratell7326
@gurratell7326 Год назад
@@TruthSurgeI have rendered scenes with maybe a million scattered trees with around 70k polygons each and it was just fine, Cycles really eats polygons. It really doesn't care, instead what takes time is to calculate what the rays are doing. So something that Cycles doesn't like is calculating if a rays should go through an alpha or not, and the denser the forest gets the more transparency ray bounces you need to not get pure black so the render times just goes up. I did a test a couple of years ago where I rendered some scattered grass, one where the grass was a simple plane and a alpha, and one with modelled (and subdivided) grass with a few thousand polygons, and the polygon one did look significantly better render while also rendering in about half the time as the alpha one. I'm gonna do a similar test again soon to see if the difference is the same, but I doubt I'll see any big differences from before :) Having that said, if you're rendering in Eevee it's a whole different story, there the planes with alphas will win big time!
@ثلاجاتمستعملة
@ثلاجاتمستعملة Год назад
​@@gurratell7326waiting for the results
@TruthSurge
@TruthSurge Год назад
@gurratell7326 compare apples to apples. Put same numbers out and use same settings. So I'm no expert but this alpha plane idea is probably easier on viewport but I haven't tried a scientif8c comparison. Maybe one day I will.
@gurratell7326
@gurratell7326 Год назад
@@TruthSurge Yes, the settings are the same, just that it's high poly objects that are being instanced instead of alpha planes. Of course the viewport would be very heavy showing billions of polygons, but you can set those objects to show only the bounding boxes, no problem :)
@kelajuan_
@kelajuan_ Год назад
Thank you for listening to our requests of remastering this tutorial 😄👍
@MartinKlekner
@MartinKlekner Год назад
🥳
@dimashekmatyar1439
@dimashekmatyar1439 11 месяцев назад
jangan laju2 bang
@descendinguniverse666
@descendinguniverse666 Год назад
00:00 Large scale forest with a large scale donut😀
@WolverineMKD
@WolverineMKD Год назад
Oh its Martin again! I watched and commented on your amazing showreel you released a day ago! I didn't know you were with CG Boost this is amazing. What a legend keep up the amazing work!
@MartinKlekner
@MartinKlekner Год назад
Welcome, and thank you! ☺
@LudvikKoutnyArt
@LudvikKoutnyArt Год назад
To be honest, these days it doesn't make much sense to render forests as 2D cards. In fact, quite the opposite, the best way to render forest these days is using tree models with geometric leaves instead of opacity mapped leaves (within reason of course, VRAM is still a constraint). But one of the most expensive effects for path tracers, such as Cycles, is opacity mapped geometry traversal. Tree cards in sufficient resolution with complete texture set don't save that much memory compared to high res tree mesh with about 12 triangles per leaf, assuming the trees are properly instances. The performance of real geometry without opacity mapping is expected to be equal, if not better, because the ray doesn't have to traverse multiple triangles and test for opacity map on each. I'd just avoid tree meshes with opacity mapped leaves. They are the worst of both words. You get still get the opacity traversal performance drop but you don't save the bit of memory you'd save with cards. Bottom line is that unless you have really low VRAM amount (4GB or less), just use one, or at most two tree meshes with lowpoly leaves that are cut along their silhouette and don't use opacity map, and then randomize rotation, scale and shader parameters of the tree instances. You will get a forest that takes only little bit more of memory, looks miles better and renders about as fast.
@spyegle
@spyegle Год назад
But you wouldnt get the translucency of the leaves with your 3d trees right?
@LudvikKoutnyArt
@LudvikKoutnyArt Год назад
@@spyegle Of course you would. :)
@spyegle
@spyegle Год назад
@@LudvikKoutnyArt ok i'm interested
@Mr_sibo828
@Mr_sibo828 Год назад
plz give us a part 2 i really need it please
@sk8soxerr
@sk8soxerr 2 дня назад
Is this working for the latest Blender?
@redfiend8479
@redfiend8479 Год назад
please add the follow up video of scattering the image planes to create something to what you did.
@MartinKlekner
@MartinKlekner Год назад
Will do!
@bUildYT
@bUildYT Год назад
excellent
@Mehdi0montahw
@Mehdi0montahw Год назад
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