Hi! I’m trying to follow this scene(right side). Not really the modelling side but on the materials/textures and lighting side. I’ve been trying to follow this thing but it’s hard (am still a noobie). Will anyone be able to give me insights or help in doing this? please?? thanks in advance.
so far you are doing quite well, however those leaves in the scene you are trying to imitate look much wider than the particles can provide,
so you could use skinning with a nurb curve parented to a curve with dupliframes.
Once you have it in correct orientation press “f” and this will skin it, then make it so dupliframes are real ctrl shift a. Then arange as wanted. The light source seems to be yellow in the picture you provided, so you could change the colour of the lamp or light source you are using and try to rais the spec of the leaf material.
There is a tutorial for making clouds somewhere but Im not quite sure where that is.
Hope that helped.
thanks mandoragon. I’m working on my leaves/grass now but my real concerns are the lighting and the materials and so far not so good. I tried what you suggest but there’s something missing. it looks very dull. Is it because of the materials that i used?? And in the picture reference does it have some kinda mist effect?? or just dof?
That scene looks actually pretty straight forward. The ground is almost entirely bathed in orange. To get the orange light add a Sun and give it the appropriate color. The clouds are a different story. Blender has not the best clouds at the moment. The best apporach would probably be to import a sperical mapped [edit: angular mapped] image of a cloudscape and add that to the World background texture as an Angular Map. If you do use a sky you can then add that color to the Ambient Occlusion settings wich will enhance nicely the subtlety of the shadings where the shadowy regions of the orange plane will take on a bluish [or grayish I guess] tinting. That will also add nicely to render times but that’s another story.
For the light on the plant, you will want to bump that up probably since your sky is background. Add a layer only point light and position so that the shadows fall in the right direction and place that on the same layer as the plant.
Ok, one more thing. The flat ground is slightly more reddish than the peaks of the mountains. To achieve that effect make the sunlight slightly more reddish. Then add a hemi pointing to the ground, turn the volume of that way down, to like .3 or so, and set that color to orangey yellow.
[edit: that probably the other way around.:rolleyes: but that’s the idea]
:oWell, I needed to brush up on these skills anyway for the F1 challenge so apologies for dropping all this in here.
I have a spherical map for you to play around with if you’re interested. Madcow had a bunch of these laying around here somewhere too.
sky halph sphere.jpg
sky sphere.jpg
notes:
- For my image the mapping input is projected from spherical, not angular as mentioned above.
- To crispen up the background image set the sampling filter in render options to mitch or maybe catrom if you use the blender render.
- I think the texture seam is located directly south but insn’t noticeable.
- The half sphere is for blender renders and the full sphere is for yafray.
- Not light probes (although I think I could do that have to check into it).
Steps: select the camera, go to materials, add a texture, set mapping to sphere, set MapTo tab with horizon and zenith up. Go to textures, load bitmap. Go to scene settings, select mitch sampling filter.
A lot of noise from me but you’ve really got me up and running again with this. Thanks.
Is there a way in Yafray to move the background sky to the left or to the right. At least dX and dY is not working for me.
Any solutions to this?
Martin