Landscape

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 :wink: 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 [!]

->http://www.selleri.org/Blender/buffer/land3-tn.jpg<-

Stefano

very nice. Of course it is not perfect but rather nice.

I like the layers of fog. It’s looking really nice… :smiley:

Good good!

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.

That would be great for me because I’m always trying to knock out quick world pics for games.

Xwarrior - the new Displace function would be good for the craters. You just have to be intelligent enough to design the right map.

Great atmosphere i this one, tough some variation on the trees would be nice. I like the fog.

For some reason this scene screams for toon shading.

Nice :smiley: But what is this world forge?

How did you made that fog above the landschape?? because it looks awesome. :stuck_out_tongue:

Way to go, Stefano! Really makes me want to use the script.
How much of this scene came out of the script (fog, trees…) ?

looking good Stefano…

would be interesting to run the script when it is ready for release! :slight_smile:

Thanx guys (and girls?)

Thanx, I know it’s far from perfection :wink:

Hehe, volumetric effects are still one of those things Blender does not do natively :wink:

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 :wink:

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.

BWF has craters built in, very nice ones actually…
https://blenderartists.org/forum/viewtopic.php?t=12324&start=0
Only the placement function is not nice, but I’ll work on it.

Yeah, 5 trees dupliverted are not enougth…

It is this https://blenderartists.org/forum/viewtopic.php?t=12324&start=0 :slight_smile:

It is on Blender 2.3 Official Guide, Chapter 18 :stuck_out_tongue:

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’

Trees are planes with mapped images (with alpha)

Fog is as I said to JD-Multi :stuck_out_tongue:

Stefano

Nice work !!
how did you place all the trees on the landsurface, was this done automatically ? Did you use any randome script for this ?

clem

Thanx Z!

Sorry if it was not clear from previous answer.

The script creates a custom mesh with certain specs on which you can DupliVert the trees.

To have them more random I used Particles too.

Stefano

Looks great,…I love those panorama views. You know I was thinking from X-Warriors question,…the new displacement mapping might be useful.

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.

Nicely done Stefano.

Glad to see you have time to do some B;ending now too. :wink:

BgDM

Use terragen then. :smiley: