Love the moody atmosphere in this one, and also in the recent foggy one. Eerie!
Testing out some approaches to lighting. Looks a pretty basic scene but it uses almost no bounce lighting and is a lot more noise-free than I’ve been able to get with indirect lighting. I even managed to get a sort of light-linking to work!
This is using area lights to emulate bounce lighting. Pretty quick, but I think they need to be a bit warmer.
On reflection, the amount of time it takes to set up all the area lights is much greater than the rendering time I save. It might be worth it for an animation but for a single still image it almost certainly isn’t. So I looked at various ways to expedite rendering, but I think I’ll just stick with plain old GI and cop the longer times. I should just render overnight.
I managed to do a ground material in Blender from a Substance Designer tutorial. Result was pretty comparable, but Blender does not produce tilable images but infinite procedural materials, which I’m a lot happier with. I’ve always found using tiled images on large areas a problem, Andrew Price’s tutorial on fixing that problem notwithstanding.
Speaking of AP, here I’ve added his Purple Lovegrass from Grass Essentials to my ground material terrain.