這個(gè)項(xiàng)目將處于一個(gè)中等水平的難度,通過(guò)創(chuàng)建一個(gè)令人毛骨悚然的森林場(chǎng)景。你應(yīng)該使用Vue的生態(tài)系統(tǒng)散射和大氣編輯器,這是該項(xiàng)目的兩個(gè)最強(qiáng)大的工具。我們將為我們的場(chǎng)景創(chuàng)建地形的形狀,然后用生態(tài)系統(tǒng)填充地形。之后,我們將看看氣氛設(shè)置給場(chǎng)景我們想要的氣氛。最后,我們將設(shè)置自定義渲染設(shè)置來(lái)渲染場(chǎng)景。 Create a creepy forest scene with Massimo Verona, using Vue to form different ecosystem layers...
Massimo Verona創(chuàng)造了一個(gè)令人毛骨悚然的森林場(chǎng)景,使用VUE形成不同的生態(tài)系統(tǒng)層…
This project will be at an intermediate level of difficulty, going through the creation of a creepy forest scene. You should be used to Vue's ecosystem scattering and atmosphere editor, which are the program's two most powerful tools. We will create the shape of the terrain for our scene and then populate it with an ecosystem. Afterwards we'll have a look at the atmosphere settings to give the scene our desired mood. Lastly, we'll set up custom render settings to render the scene.
這個(gè)項(xiàng)目將處于一個(gè)中等水平的難度,通過(guò)創(chuàng)建一個(gè)令人毛骨悚然的森林場(chǎng)景。你應(yīng)該使用Vue的生態(tài)系統(tǒng)散射和大氣編輯器,這是該項(xiàng)目的兩個(gè)最強(qiáng)大的工具。我們將為我們的場(chǎng)景創(chuàng)建地形的形狀,然后用生態(tài)系統(tǒng)填充地形。之后,我們將看看氣氛設(shè)置給場(chǎng)景我們想要的氣氛。最后,我們將設(shè)置自定義渲染設(shè)置來(lái)渲染場(chǎng)景。
In this scene, I wanted to give the feeling of being in a forest where you reach a clearing and find this old little house...
在這個(gè)場(chǎng)景中,我想給你一種感覺(jué),在一個(gè)森林里,你找到這個(gè)老房子…
Step 01: Main terrain
步驟1:主要的地形
In this first step, I start with an empty scene, adding the main terrain where the hut and camera will be. Choose standard terrain for the left icon bar, and set it to roughly 200m long and 200m wide. The height is not really relevant at this stage, since we'll sculpt the terrain to the shape we need.
在這第一步,我從一個(gè)空的場(chǎng)景開始,添加小屋的主要地形和相機(jī)。選擇左邊的圖標(biāo)欄的標(biāo)準(zhǔn)地形,將其設(shè)置為大約200米長(zhǎng),200米寬。高度是不相關(guān)的在這個(gè)階段,因?yàn)槲覀儗⑺茉煳覀冃枰牡匦涡螤睢?br>
Creating the main terrain for the scene
創(chuàng)建場(chǎng)景的主地形
Step 02: Preparing the terrain
步驟2:準(zhǔn)備地形
Open the terrain editor by double-clicking on it. Inside the terrain editor, delete the terrain by clicking on the first icon in the top-left of the toolbar. This way we'll have an empty flat terrain which I can start sculpting to the desired shape in the next step.
通過(guò)雙擊打開地形編輯器。在地形編輯器,刪除地形通過(guò)點(diǎn)擊工具欄的第一個(gè)圖標(biāo)左上角。這樣我們會(huì)有一個(gè)空的平坦的地形,我可以開始雕刻在下一步所需的形狀。
Preparing the terrain for sculpting in the next step
準(zhǔn)備雕刻在下一步的地形
Step 03: Sculpting the terrain
03步:雕刻地形
In this step I begin to sculpt the terrain into the shape I have in mind: a small stream where the bridge will go over, and a little path that leads to the hut. For that, I raise the terrain resolution to 512 x 512 and start sculpting with the Raise tool. I raise the terrain to the height I need, leaving a free space for the stream.
在這一步我開始雕刻的地形形狀我想到:一條小溪,橋就會(huì)結(jié)束,和一個(gè)小路徑導(dǎo)致的小屋。為此,我提高地形分辨率512 x 512,開始雕刻與提高的工具。我提高地形高度需要,離開的自由空間流。
Afterwards, I invert the Raise tool to sculpt out the path. For this, I use very low flow values in the Global Settings tab. When I'm satisfied, I go to the Effects rollout and press Diffuse a few times to smoothen the terrain.
后來(lái)我轉(zhuǎn)化提高工具雕刻路徑。為此,我使用非常低的流值在全局設(shè)置選項(xiàng)卡。當(dāng)我滿意,我去推廣和媒體影響擴(kuò)散幾次平和地形。
Sculpting the terrain to the shape I need for the bridge, hut, and small stream
雕刻的地形形狀我需要橋,小屋,小溪
Step 04: Texturing the terrain
04步:紋理地形
To give the path a different material to the rest of the terrain, I use Vue's Paint Material option inside the Terrain Editor. I use a mapped texture downloaded for free from cgtextures.com for the entire terrain, but of course you can use whatever material you like best for this. After that, I double-click on the Terrain Editor again, and choose Paint Material from the Brush Preset rollout. I use this to paint along the path I sculpted earlier, just using the standard material that is applied to the brush when you select it. Again, you can use any material you like for this.
給的路徑不同材料的地形,我使用Vue的油漆材料選擇地形編輯器中。我使用一個(gè)映射紋理從cgtextures.com免費(fèi)下載整個(gè)地形,但是當(dāng)然,你可以使用任何材料你最喜歡。之后,我再次雙擊地形編輯器,并選擇油漆材料的畫筆預(yù)設(shè)推出。我用這個(gè)沿著路徑我之前雕刻畫,只使用標(biāo)準(zhǔn)的材料,應(yīng)用于刷當(dāng)您選擇它。同樣,您可以使用任何你喜歡的材料。
Texturing the terrain and painting in the path
紋理的地形和繪畫的道路
Step 05: Adding the props
步驟5:添加道具
Now that I've finished the base for the scene where the main story will take part, I'm ready to add the props. For this scene, I use Ravyn's 'Bone Man's Hut' and 'Bridge to Redemption' available from Content Paradise, but other house and bridge objects are also available there.
現(xiàn)在,我已經(jīng)完成了基本的場(chǎng)景,主要將故事,我準(zhǔn)備添加道具。對(duì)于這個(gè)場(chǎng)景,我使用Ravyn的“骨人的小屋”和“橋救贖”可以從內(nèi)容的天堂,但其他房子和橋?qū)ο笠部梢浴?br>I position the bridge over the stream, where I sculpted the path earlier, and adjust it to the size needed to reach between the two sides. If necessary, go back to the Terrain Editor and sculpt the terrain some more to make the bridge fit. I also add the hut, positioning it so that I can see the entrance; I decide a three-quarter view of the hut looks best for my scene.
我位置的小橋,我之前雕刻路徑,并調(diào)整達(dá)到雙方所需的大小。如果有必要,回到地形編輯器和雕刻地形一些橋梁健康。我也添加小屋,定位它,這樣我可以看到入口;我決定一個(gè)半截的小屋看起來(lái)最適合我的場(chǎng)景。
Adding the props that will be the main focus of the scene
添加道具將現(xiàn)場(chǎng)的主要焦點(diǎn)
Step 06: Duplicating the terrain
06步:復(fù)制地形
Now I need to add more depth to the scene. For this, I just duplicate the main terrain and flip it 180度, positioning it to get a continuing stream. I duplicate and flip it 180度 again, once more positioning it to get a longer stream. When I'm satisfied with the position, I simply group the terrains together and use the main terrain material to delete the extra path material, since we don't need it back there. We won't see much of these terrains, but we need them to get the illusion of depth for our scene.
現(xiàn)在我需要添加更多的深度。為此,我只是復(fù)制的主要地形和翻轉(zhuǎn)180度,定位它繼續(xù)流。我再次重復(fù),翻轉(zhuǎn)180度,再次定位不再流。當(dāng)我滿意的位置,我只是地形的分組和使用的主要地形資料刪除額外的道路材料,因?yàn)槲覀儾恍枰N覀儾粫?huì)看到太多這樣的地形,但我們需要他們?yōu)槲覀兊膱?chǎng)景深度的幻覺(jué)。
Duplicating the terrain to get more depth
復(fù)制的地形來(lái)獲得更多的深度
Step 07: Adding the surrounding terrains
步驟7:增加周圍的地形
To fill up the scene and get the desired effect of being in a forest, I need to add more terrains, surrounding my main terrain. For this, I just create a standard terrain the length of almost all three existing terrains. In the Terrain Editor, I delete all the detail from the terrain by clicking on the first top-left icon, and then use the Raise tool to sculpt is as shown in the screenshot. Feel free to sculpt it to fit your needs for the scene.
填補(bǔ)現(xiàn)場(chǎng),獲得想要的效果的一片森林,我需要添加更多的地形,周圍我的主要地形。為此,我只是創(chuàng)建一個(gè)標(biāo)準(zhǔn)地形的長(zhǎng)度幾乎所有三個(gè)現(xiàn)有的地形。在地形編輯器,我刪除所有地形的細(xì)節(jié)通過(guò)點(diǎn)擊第一個(gè)左上的圖標(biāo),然后使用提高工具雕刻如截圖所示。隨意雕刻它為現(xiàn)場(chǎng)滿足您的需要。
Starting to add the surrounding terrains to fill up the scene
開始添加周圍的地形來(lái)填滿
Step 08: Positioning the new terrains
步驟08:定位新的地形
Now, to make my life easier without sculpting two new terrains, I again duplicate this new terrain two times, positioning them as shown on the screen grab. I group the terrains again and assign the same material as for the other terrains, just deleting the path material where it no longer fits. The purpose of this terrain is to give me the space to populate an ecosystem on them, so I get the feeling of being in a dense forest surrounding the small clearing which is the main focus.
現(xiàn)在,更沒(méi)有雕刻了兩個(gè)新的地形,使我的生活,我再次重復(fù)這一新領(lǐng)域的兩倍,他們的定位在屏幕截圖顯示。我組的地形又分配相同的材料作為其他地形,只是刪除,它不再適合道路材料。這個(gè)地形的目的是給我空間來(lái)填充他們的生態(tài)系統(tǒng),所以我覺(jué)得在一個(gè)茂密的森林周圍的小清理,這是主要的焦點(diǎn)。
Positioning the newly created terrains inside the scene for the final composition
定位新創(chuàng)建的地形場(chǎng)景內(nèi)的最終組成
Step 09: Water plane
09年步:水平
The water I need for the stream will just be a simple cube. You can use the numbers for the size shown in the screen grab, but if you have made a scene with different sizes, just make it fit to your scene.
我需要的水流只是一個(gè)簡(jiǎn)單的立方體。你可以使用屏幕上顯示的大小的數(shù)字,但如果你做了一個(gè)不同大小的場(chǎng)景,只是使它適合你的場(chǎng)景。
For the material, I use a standard water material with no physical transparency, since that will take much longer to render and I don't need physical transparency here. I change the fade-out color to a greenish brown and make it 135% murky. Since I have quite a low-positioned camera, I increase the Turn Reflective with Angle to 77% to make it a bit more reflective.
對(duì)于材料,我使用一個(gè)標(biāo)準(zhǔn)的水材料沒(méi)有物理透明度,因?yàn)檫@將需要更長(zhǎng)的時(shí)間來(lái)渲染,我不需要物理透明在這里。我改變褪色的顏色,以綠色的棕色,使它135%黑暗。由于我有一個(gè)相當(dāng)?shù)偷亩ㄎ幌鄼C(jī),我增加了轉(zhuǎn)角反射角度為77%,使其有點(diǎn)反射。
Note: if you use the photometric spectral atmosphere model as I do here, you also need to set the color of the water in the Color & Alpha tab to a brownish color!
注:如果你使用的光度光譜大氣模型,我在這里做,你還需要設(shè)置水的顏色在顏色和阿爾法標(biāo)簽,以褐色的顏色!
Creating the water plane for the little stream
為小溪?jiǎng)?chuàng)造水平面
設(shè)置水材料
Step 10: Adding static plants
For this last step of the layout for my scene, I add some static plants. I position them manually, since doing this with the ecosystem function won't give the exact distribution of trees that I need. I use some default trees that I like with some trees from Xfrog. (If you go to their site, you can buy objects or download lots of freebies from their Samples section.) You can of course use whatever trees or bushes you like for your scene. I position them in a way that makes the composition look good to me.
步驟10:添加靜態(tài)植物
對(duì)于這最后一步的布局我的場(chǎng)景,我添加一些靜態(tài)植物。我手動(dòng)定位它們,因?yàn)檫@樣做與生態(tài)系統(tǒng)功能不會(huì)給樹的確切分布,我需要。我使用了一些默認(rèn)的樹,我喜歡從Xfrog的一些樹。(如果你去他們的網(wǎng)站,你可以購(gòu)買對(duì)象或從他們的樣品部分。下載了很多免費(fèi)的)當(dāng)然你可以使用任何樹木或灌木叢你喜歡你的場(chǎng)景。我把它們定位在一種使構(gòu)圖看起來(lái)很好的方式。
Adding some static plants to fill up the place
添加一些靜態(tài)的植物來(lái)填滿
Step 11: Ecosystem layers
Now I'm ready to start creating all the ecosystem layers needed to make the distribution of vegetation look more believable. As seen in the screenshot, I start from Figure 1 to Figure 6 layering all the different ecosystems.
步驟11:生態(tài)系統(tǒng)層
現(xiàn)在我準(zhǔn)備開始創(chuàng)建所有的生態(tài)系統(tǒng)層,使植被的分布看起來(lái)更可信。如圖中所示,我從圖1開始圖6分層所有不同的生態(tài)系統(tǒng)。
Figure 1 is a layer for the trees, where I use four different species to give some variation to the vegetation. When loaded in, I go to the Presence tab and use the values shown in the screenshot to prevent the trees being populated too low on the terrain, as I don't want them going in the water. In the Density tab, I use the values shown in the screenshot (Density Tab Trees! - M) to prevent the trees growing inside the hut. I use the same density settings for figure 6.
圖1是一個(gè)層次的樹木,我用四種不同的物種給一些變化的植被。加載時(shí),我去的存在標(biāo)簽,并使用截圖中顯示的值,以防止樹木被填充太低的地形,因?yàn)槲也幌M麄冊(cè)谒镒。在密度選項(xiàng)卡中,我使用截圖中顯示的值(密度標(biāo)簽樹)!米)防止樹生長(zhǎng)在小屋里。我使用相同密度設(shè)置圖6。
For all the other layers from figure 2 to figure 4, I use the presence settings you see in the screenshot (ecosystem layers main and rear terrain). You can use those settings too if you've made your terrain the same height as mine. (If you didn't make it the same height, you will need to adjust those settings in order to fit the height of the terrain!)
對(duì)于所有其他圖層從圖2到圖4,我使用的存在設(shè)置,你看到截圖(生態(tài)系統(tǒng)層主要和后方地形)。你也可以使用這些設(shè)置,如果你已經(jīng)使你的地形與我的高度相同。(如果你沒(méi)有使它相同的高度,你將需要調(diào)整這些設(shè)置,以適應(yīng)地形的高度。
For the density, I just play with the settings according to the amount of vegetation I need and the amount of vegetation my system can handle! You need to adapt the density settings to your computer specs. I have 24GB RAM on this system so I can make the ecosystems quite heavy, but you may use lower density values for the grass, or enable Dynamic Population.
對(duì)于密度,我只是玩設(shè)置,根據(jù)我需要的植被量和植被量我的系統(tǒng)可以處理!您需要調(diào)整密度設(shè)置到您的計(jì)算機(jī)規(guī)格。我有24gb RAM系統(tǒng)所以我可以使生態(tài)系統(tǒng)很重,但是你可以為草使用低密度值,或使種群動(dòng)態(tài)。
I save this material and load it in for the rear terrain, delete the path material, and populate it, so now the rear and main terrain have the exact same material except for the path.
我保存這種材料,并加載在后方地形,刪除路徑材料,并填充它,所以現(xiàn)在的后方和主要地形有完全相同的材料,除了路徑。
Step 12: Background terrains ecosystem
So now to the final step of the ecosystem distribution for my scene. As I have saved the material with the ecosystem in the previous step, I just load that in for the background terrains, and simply delete all materials except the trees and the grass ecosystem layer.
步驟12:背景土地生態(tài)系統(tǒng)
現(xiàn)在to the最終步of the生態(tài)系統(tǒng)分配我的場(chǎng)景。我救了你的材料with the生態(tài)in the previous step,我只是load that in for the background and simply刪除所有的土地,材料,除了樹and the草生態(tài)系統(tǒng)層。
Those are the only two materials I need for these terrains, and there's no need to have the stones and other stuff in there. You can of course add as much vegetation as you want to!
這些是僅有的兩個(gè)材料我需要這些地形,并沒(méi)有需要有石頭和其他的東西在那里。當(dāng)然,你可以添加盡可能多的植被,你想!
Applying the ecosystem to the background terrains to finish up the distribution of the vegetation
應(yīng)用生態(tài)系統(tǒng)背景地形完成植被的分布
Step 13: Hut light
I want to add a little interesting touch to the hut, so I decide to put a light inside it. For that, I simply create a point light, place it inside the hut, use the values you can see on the screenshot, and that's it!
第13步:小屋光
我想給小屋增加一點(diǎn)有趣的感覺(jué),所以我決定在里面放一個(gè)燈。對(duì)于這一點(diǎn),我只是創(chuàng)建一個(gè)點(diǎn)光,把它放在小屋,使用的價(jià)值觀,你可以看到截圖,這就是它!
Adding a light to the inside of the hut
在小屋內(nèi)部加上一道光
Step 14: Atmosphere and render settings
Now comes the key step that will set the mood for my scene! For this, as in all my renders, I use the photometric light model with the option 'Allow overriding photometric settings' enabled, so I have more control over the lighting.
第14步:氣氛和渲染設(shè)置
現(xiàn)在的關(guān)鍵步驟,將設(shè)置我的場(chǎng)景的心情!對(duì)于這一點(diǎn),在我所有的渲染,我使用的測(cè)光光模型與選項(xiàng)'允許壓倒光度設(shè)置'啟用,所以我有更多的控制照明。
To get the same atmosphere I have, just follow the steps as seen in the screenshot from figure 1 to figure 3. Again, you can play with all those settings to get different results and the look you want for your scene. When I'm satisfied with the light conditions for my scene, it's time to set up the render settings for the final render.
為了得到相同的氣氛,我只是按照步驟,如圖1所示的截圖,圖3。同樣,你可以玩所有這些設(shè)置得到不同的結(jié)果和你想要的場(chǎng)景。當(dāng)我對(duì)場(chǎng)景的光線條件感到滿意時(shí),是時(shí)候?yàn)樽罱K渲染設(shè)置渲染設(shè)置了。
Open the render tab and enable the user settings option in the Preset and Render Quality tab, and use the settings shown in figure 4 and figure 5. For the size of the image, just use whatever resolution suits you best! I always render my stuff in 2,500 pixels upwards, to get a decent render.
打開“渲染”選項(xiàng)卡,并在“預(yù)置”和“呈現(xiàn)質(zhì)量”選項(xiàng)卡中啟用“用戶設(shè)置”選項(xiàng),并使用圖4和圖中所示的設(shè)置。對(duì)于圖像的大小,只要使用最適合你的分辨率!我總是把我的東西在2500像素向上,得到一個(gè)體面的渲染。
When the rendering is done, use the exposure control settings you see on the screenshot (Exposure control). Change the current display gamma to 1.8, and you're done! Now save your scene either as a TIF or PNG for further color correction, if needed, in any other application you like!
當(dāng)渲染完成后,使用屏幕上的曝光控制設(shè)置(曝光控制)。改變當(dāng)前顯示伽馬到1.8,你就完成了!現(xiàn)在保存你的場(chǎng)景為TIF或PNG進(jìn)行色彩校正,如果需要,其他應(yīng)用程序在任何你喜歡的!
Adjusting the atmosphere settings and setting up render options
調(diào)整氣氛設(shè)置和設(shè)置渲染選項(xiàng)