Froggo NPR scene WIP

Working on setting up a scene for a short NPR animation involving my froggos from my previous post:

Currently working on the river setup (breakdown below)!

The material:

The “flow” parameter is generated with a geometry nodes setup which is also responsible for slightly deforming the river mesh to give the illusion of a calm flow along the U-coordinate.
In the material I use the flow attribute to add some minor ripples with a noise texture and a bump node

The volume is there to give a sense of depth. It’s a minor detail but I just really like how it looks

The geometry nodes setup:

To make the illusion of a flow that goes from wide → narrow → wide I just unwrapped it from top view, made it cover the whole UV space and adjusted some of the point coordinates to create a bending/pinching “push” in the direction of the flow

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Beautiful so far!

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Almost done with the animatic (very unpolished but shots and actions are mostly blocked out)

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Working on a wind effect for the big climax

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Just a chonky little guy

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It’s heckin WIMDY

“Uh oh, I think something bad is about to happen” - Froggo #1

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The aftermath :frog:

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This thumbnail goes kinda hard

“Just a quick weekend project”
Yeah okay, if you say so

Some shots from the final edit that I like





A few assets made for the scene!

Grass/Shrubbery

I wanted a pretty stylized geometric look for shrubs so I made 3 simple geometric shapes as my starting point

I then made a very simple geometry nodes setup that instantiates the shapes on points, and just offsets, scales and rotates the instances randomly

Tall grass

I wanted to keep the tall grass next to the rocks fairly simple as well, so my solution was to distribute points on a surface, instantiate curve lines on the points and resample them to about 10 or so points.
That way I could get some very nice and sharp shapes along the curve by adding tilt along the spline factor before generating the mesh with a curve line as the profile shape

The overall shape/tapering was done with a float curve node that looked like this in the end

Background grass

For the grass in the background I did the same thing but I decreased the amount of tilt to only rotate about 180 degrees from bottom to top

The float curve shape is also a bit different

I also made a geometry nodes setup that takes a collection and creates an outline effect around the objects in the collection

Doing it this way allowed me to easily change settings for multiple things at the same time, and if necessary I could disable all the outlines by disabling one modifier instead of one on each individual object

Each collection can also have it’s own material (as with the frogs)

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