3D Tutorial: How to Make an Old-growth Forest in Maya(2)
This tutorial shared by your TPN-Accredited cloud rendering service provider, Fox Renderfarm. It tells us how to make an old-growth Forest in Maya, including the entire process of modifying mountains and stones and making trees. This article undertake the part one.
After inspection, the main reason is that when using auto-map UV, the interspersed in the model structure caused the uneven UV distribution.
So here we need to use Delete by type/History to re-dissolve all merged mountain models.
The texture after clearing the history information is shown below.
Adjusting the parameters of the program texture snow, and the refreshed view will be displayed as shown in the figure below.
Change the texture color to black and white, and add particle emitters to all surface hills.
Change the particle emitter type to surface and the emission rate to 10000; apply the texture to the particle emitter to control the range of emitted particles; and turn on the enable texture rate option.
Using the program shown in the figure, you can quickly set the properties of all transmitters uniformly. Select all-mountain models and use the program as shown in the figure to set the texture connection for their transmitters uniformly.
The particles in the following two regions are too dense. This is caused by uneven UV distribution. Adjust the emission rate of the particle emitter in this area individually to ensure uniform emission of the particles as a whole.
Create a V-Ray Dome light to simulate the global effect; set the sampling subdivision to 8, create directional light, and set the light tracking shadow; select the tree model used, and create a proxy for Vray.
In the settings panel, set the path of the Vray object, and automatically import the options in Maya. The particle distribution after emission is shown in the figure.
Set initialization for particles, save particle state and set particle replacement. Add the attributes of the particle substitution control, INstancerId, scalePP, rotatePP.
In the expression editor, entering the expression when the particles are created because there are many proxy objects. Therefore, the amount of dynamic memory of Vray needs to be increased.
The final rendering effect is shown in the figure.
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