6ril Posted March 4, 2020 Share Posted March 4, 2020 I like too ! adds a lot ! I'd keep it only on the darker rocks (too systematic atm, but you're aware of that, as you mentioned.) you should render (and post!) a single hero rock (as in your previous posts) with that edge wear. On of the black ones ! love the black ones ! 1 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 4, 2020 Author Share Posted March 4, 2020 I will ! Quote Link to comment Share on other sites More sharing options...
Wout Posted March 5, 2020 Author Share Posted March 5, 2020 Two test renders, black rocks with edges 5 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 5, 2020 Author Share Posted March 5, 2020 2 Quote Link to comment Share on other sites More sharing options...
6ril Posted March 5, 2020 Share Posted March 5, 2020 Man ! I wanna grab them ! 1 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 5, 2020 Author Share Posted March 5, 2020 Haha, adopt them as your pet rock ! 3 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 10, 2020 Author Share Posted March 10, 2020 Hey guys, here's an update for the first Rock Pack that I'm building. I ran into a little bit of technical difficulties and I was fine tuning the look to get something coherent and realistic. Here's the result so far : 6 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted March 10, 2020 Share Posted March 10, 2020 Impressive details , even if i prefer your 4th march wide shot test. For this one test, could you comment about the rendering time you are getting please? Octane in Houdini i presume? I also assume you are not only using boolean scatter in a loop by also noise vop or maybe triplanar mapping with photogrammetry pbr txr? Octane is handling light beautifully, looking forward this thread, great work ! ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas Quote Link to comment Share on other sites More sharing options...
Wout Posted March 10, 2020 Author Share Posted March 10, 2020 Hey Vinyvince, thank you I had to go back an look up that 4th of March render you mentioned, that one is more of a macro shot of sand maybe. I intend to make all kinds of different rock packs and sell them on gumroad and.. As you say, we all have our preferences, so it would be cool to build a little bit of a library, so people can choose the rocks/pebbles they like or need for the project. In this last render it's sharp pebbles or gravel. I intend to make a really smooth rock pack too with rocks that have been around for a long time so they get nice and round Yes, it's rendered with Octane for Houdini, the HD render takes about 12 min I think on a single 1080 Ti. 10 different rocks, 3000 instances X+- 80K polygons per rock, so thats about 240 million polygons haha The setup currently is boolean scatter in a loop for the base meshes, then masking and deformation based on noises. All rocks use the same base texture I painted + an edge map. Thanks again for he kind words Quote Link to comment Share on other sites More sharing options...
Wout Posted March 11, 2020 Author Share Posted March 11, 2020 Two more renders : 1 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 17, 2020 Author Share Posted March 17, 2020 (edited) Hello again, I've been working hard on getting the maps baked. In this render every rock is 10K polygons with diffuse, normal, ao and bump map. I thought about displacement, but I'm not missing it here so.. I also thought about an artist friendly workflow and so all maps and uv's were made so that you only have to set up one shader. Edited March 17, 2020 by Wout Quote Link to comment Share on other sites More sharing options...
Wout Posted March 22, 2020 Author Share Posted March 22, 2020 Two more renders: same rocks, different layout and lighting/shading. Almost ready to release Rock Pack 01 2 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 27, 2020 Author Share Posted March 27, 2020 (edited) Hey guys, I made a rock pack with high quality pebbles. You can buy it on Gumroad : https://gumroad.com/l/CXKJP First 25 people get 50% off ! Use the Discount Code "thisrocks" The pack includes: Meshes: 16 OBJ files :10K polygons each with clean uv's. 16 OBJ files: Super low poly versions of the rocks for simulating. A plane of relaxed points to instance the rocks on. Texture Maps: 1 Diffuse Map : 8K 1 Bump Map : 8K Ambient Occlusion Map : 2K x 16 in combined 8K Map Edges Map : 2K x 16 in combined 8K Map Normal Map : 2K x 16 in combined 8K Map All rocks have the same surface name and share the same 0-1 uv space, so you only need one material. Suggested workflows : For long and medium shots: Import the rocks, import the points, add an instancer. For close ups or when you need the rocks to be laid out physically accurate: Import the sim geo rocks, do a sim, replace the objects, either on disk or by changing the path in your project file ( replacing "SIM_GEOMETRY" with "HIGH_RES") Feel free to share or buy of course Thank you ! Wout Edited March 27, 2020 by Wout Quote Link to comment Share on other sites More sharing options...
Wout Posted March 31, 2020 Author Share Posted March 31, 2020 Hello again, I started on Rock Pack 02: here are two renders Quote Link to comment Share on other sites More sharing options...
6ril Posted March 31, 2020 Share Posted March 31, 2020 Noice ! very floury, I mean they seem dusty. I guess you'll break that up with shader variations. look promising ! Quote Link to comment Share on other sites More sharing options...
Wout Posted March 31, 2020 Author Share Posted March 31, 2020 Oh that's interesting, I see what you mean though. haha, when you're looking at things for a long time, it' hard to notice some things Thanks Quote Link to comment Share on other sites More sharing options...
6ril Posted March 31, 2020 Share Posted March 31, 2020 Quote Link to comment Share on other sites More sharing options...
Wout Posted March 31, 2020 Author Share Posted March 31, 2020 Hey so I took your comment so heart and there was this specular layer sort of, over everything, covering up the colors. Thanks for that ! 1 Quote Link to comment Share on other sites More sharing options...
Wout Posted April 1, 2020 Author Share Posted April 1, 2020 Some tweaking of placement and light 2 Quote Link to comment Share on other sites More sharing options...
6ril Posted April 1, 2020 Share Posted April 1, 2020 looking good ! will you keep them all "intact" or will you introduce a few broken ones ? It would had realism for sure. Even tho it's already look very real and nice. Quote Link to comment Share on other sites More sharing options...
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