WIP - Forest Floor
Posted 19 April 2012 - 07:08 AM
The amount of detail needed is quite staggering, and I've started building up the parts I'll need.
Most things are/will be completely procedural, I can paint areas of what kind of stuff I want where.
I started with moss:
I even bought a reference book about mosses, the system should be parametrized enough to create a few different ones.
I also have procedural pine cones, in different states of dryness/openness, as well as pine needles, all different.
The pine cones are just copy-stamped on the ground, but the needles are dropped down with physics.
I thought I'd create some interesting looking muddy ground with variable-viscosity fluids, like in here, but the initial tries were a disappointment. Maybe later.
Posted 19 April 2012 - 07:11 AM
They have some rudimentary collision avoidance with regards to each other.
Posted 19 April 2012 - 07:16 AM
I copy-stamp a lot of randomized minimal l-system skeletons on the rock, and then grow the hair from those.
[h264 quicktime turntable, 2mb]
It doesn't look like your regular polygonal surface, which I like.
There is still a lot I need to do. A tree stump, a couple of rocks, more logical ground, old leaves and grass and other decomposing things, blueberry and lingonberry shrubs..
Plenty of fun still ahead!
Edited by eetu, 19 April 2012 - 09:43 AM.
Posted 19 April 2012 - 08:35 AM
Really nice renders. I don't know how you lit those but it's lookin great. Any rendertimes ?
Posted 19 April 2012 - 09:53 AM
Yea, they are too clean and orderly now. The big specular hits are especially offending, now that I look at them
With the two shadowmaps precalced, the rendertimes are in the 2-5 minute range. Some of the moss ones might be longer.
Edited by eetu, 19 April 2012 - 09:55 AM.
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