Ok, nothing really special, but I just wanted to show what Blender Word Forge 0.0.11 can do…
Not released yet, will be released as 0.1.0 when eeshlo will have finished what he is doing but I wanted to say that trees are placed by the script. Actually you
can automatically define land transformations on the basis of quote and slope on which duplivert trees.
In this image it is a plain duplivert, but I’ll test beast later on [!]
One thing I would like to know, some days ago I was trying to make a really destroyed land using world forge (craters and harsh bump) and I wasn’t able to get some sharp bump, it was always smooth. Is it possible to do so? or will it always make the bump smooth?
I really love the mood of this picture. It is a great background. With some variations in the wood, It could be the perfect background for a cartoony animation.
Hehe, volumetric effects are still one of those things Blender does not do natively
Mmmm… the CGKit stuff produces smooth noise. to make it sharp you can undersample it. I mean if you rise the ‘scale’ then the noise becomes more ‘fine’ and samples will more likely have a rougth variation, and landscape a rougth appearance.
Otherwise with ‘Turbulence’ you can use the ‘Inv’ filter and the Exp filter too… If you have a photo of a landscape you want to obtain we can try to replicate
Thanx… and wood has only 5 types of trees…
On my poor PIII 500MHz it took 30 minutes to create the landscape, most time spent in tweaking, 10 minutes for light and mist, 1 minute for rendering settings, 2 hours to prepare the tree sprites, rendering is quite fast, less than 5 minutes.
The land mesh, which is a 100x100 verts grid (Subsurfed Lev 2)
Two auxiliary meshes which are extracted from the land mesh with height (z) and slope (grad(z)) limits.
On these two trees are dupliverted, three istances of one mesh and two of the other each duplivert a tree ‘specimen’
Thats exactly what I said Modron. The craters ARE nice and I see from the link you provided that I already commented on them once before. There’s no doubt in my mind that you’d need an incredible amount of poly’s to acheive something as good as the craters you have already with displacement however. Still…something to consider for the future.