Create a creepy forest scene with Massimo Verona, using Vue to form different ecosystem layers...
Massimo Verona创造了一个令人毛骨悚然的森林场景,使用VUE形成不同的生态系统层…This project will be at an intermediate level of difficulty, going through the creation of a creepy forest scene. You should be used to Vue's ecosystem scattering and atmosphere editor, which are the program's two most powerful tools. We will create the shape of the terrain for our scene and then populate it with an ecosystem. Afterwards we'll have a look at the atmosphere settings to give the scene our desired mood. Lastly, we'll set up custom render settings to render the scene.这个项目将处于一个中等水平的难度,通过创建一个令人毛骨悚然的森林场景。你应该使用Vue的生态系统散射和大气编辑器,这是该项目的两个最强大的工具。我们将为我们的场景创建地形的形状,然后用生态系统填充地形。之后,我们将看看气氛设置给场景我们想要的气氛。最后,我们将设置自定义渲染设置来渲染场景。In this scene, I wanted to give the feeling of being in a forest where you reach a clearing and find this old little house...在这个场景中,我想给你一种感觉,在一个森林里,你找到这个老房子…
Step 01: Main terrain
步骤1:主要的地形In this first step, I start with an empty scene, adding the main terrain where the hut and camera will be. Choose standard terrain for the left icon bar, and set it to roughly 200m long and 200m wide. The height is not really relevant at this stage, since we'll sculpt the terrain to the shape we need.在这第一步,我从一个空的场景开始,添加小屋的主要地形和相机。选择左边的图标栏的标准地形,将其设置为大约200米长,200米宽。高度是不相关的在这个阶段,因为我们将塑造我们需要的地形形状。
Creating the main terrain for the scene
创建场景的主地形
Step 02: Preparing the terrain
步骤2:准备地形Open the terrain editor by double-clicking on it. Inside the terrain editor, delete the terrain by clicking on the first icon in the top-left of the toolbar. This way we'll have an empty flat terrain which I can start sculpting to the desired shape in the next step.通过双击打开地形编辑器。在地形编辑器,删除地形通过点击工具栏的第一个图标左上角。这样我们会有一个空的平坦的地形,我可以开始雕刻在下一步所需的形状。
Preparing the terrain for sculpting in the next step
准备雕刻在下一步的地形
Step 03: Sculpting the terrain
03步:雕刻地形In this step I begin to sculpt the terrain into the shape I have in mind: a small stream where the bridge will go over, and a little path that leads to the hut. For that, I raise the terrain resolution to 512 x 512 and start sculpting with the Raise tool. I raise the terrain to the height I need, leaving a free space for the stream.在这一步我开始雕刻的地形形状我想到:一条小溪,桥就会结束,和一个小路径导致的小屋。为此,我提高地形分辨率512 x 512,开始雕刻与提高的工具。我提高地形高度需要,离开的自由空间流。Afterwards, I invert the Raise tool to sculpt out the path. For this, I use very low flow values in the Global Settings tab. When I'm satisfied, I go to the Effects rollout and press Diffuse a few times to smoothen the terrain.后来我转化提高工具雕刻路径。为此,我使用非常低的流值在全局设置选项卡。当我满意,我去推广和媒体影响扩散几次平和地形。
Sculpting the terrain to the shape I need for the bridge, hut, and small stream
雕刻的地形形状我需要桥,小屋,小溪
Step 04: Texturing the terrain
04步:纹理地形To give the path a different material to the rest of the terrain, I use Vue's Paint Material option inside the Terrain Editor. I use a mapped texture downloaded for free from cgtextures.com for the entire terrain, but of course you can use whatever material you like best for this. After that, I double-click on the Terrain Editor again, and choose Paint Material from the Brush Preset rollout. I use this to paint along the path I sculpted earlier, just using the standard material that is applied to the brush when you select it. Again, you can use any material you like for this.给的路径不同材料的地形,我使用Vue的油漆材料选择地形编辑器中。我使用一个映射纹理从cgtextures.com免费下载整个地形,但是当然,你可以使用任何材料你最喜欢。之后,我再次双击地形编辑器,并选择油漆材料的画笔预设推出。我用这个沿着路径我之前雕刻画,只使用标准的材料,应用于刷当您选择它。同样,您可以使用任何你喜欢的材料。
Texturing the terrain and painting in the path
纹理的地形和绘画的道路
Step 05: Adding the props
步骤5:添加道具Now that I've finished the base for the scene where the main story will take part, I'm ready to add the props. For this scene, I use Ravyn's 'Bone Man's Hut' and 'Bridge to Redemption' available from Content Paradise, but other house and bridge objects are also available there.现在,我已经完成了基本的场景,主要将故事,我准备添加道具。对于这个场景,我使用Ravyn的“骨人的小屋”和“桥救赎”可以从内容的天堂,但其他房子和桥对象也可以。I position the bridge over the stream, where I sculpted the path earlier, and adjust it to the size needed to reach between the two sides. If necessary, go back to the Terrain Editor and sculpt the terrain some more to make the bridge fit. I also add the hut, positioning it so that I can see the entrance; I decide a three-quarter view of the hut looks best for my scene.我位置的小桥,我之前雕刻路径,并调整达到双方所需的大小。如果有必要,回到地形编辑器和雕刻地形一些桥梁健康。我也添加小屋,定位它,这样我可以看到入口;我决定一个半截的小屋看起来最适合我的场景。
Adding the props that will be the main focus of the scene
添加道具将现场的主要焦点
Step 06: Duplicating the terrain
06步:复制地形Now I need to add more depth to the scene. For this, I just duplicate the main terrain and flip it 180度, positioning it to get a continuing stream. I duplicate and flip it 180度 again, once more positioning it to get a longer stream. When I'm satisfied with the position, I simply group the terrains together and use the main terrain material to delete the extra path material, since we don't need it back there. We won't see much of these terrains, but we need them to get the illusion of depth for our scene.现在我需要添加更多的深度。为此,我只是复制的主要地形和翻转180度,定位它继续流。我再次重复,翻转180度,再次定位不再流。当我满意的位置,我只是地形的分组和使用的主要地形资料删除额外的道路材料,因为我们不需要它。我们不会看到太多这样的地形,但我们需要他们为我们的场景深度的幻觉。
Duplicating the terrain to get more depth
复制的地形来获得更多的深度
Step 07: Adding the surrounding terrains
步骤7:增加周围的地形To fill up the scene and get the desired effect of being in a forest, I need to add more terrains, surrounding my main terrain. For this, I just create a standard terrain the length of almost all three existing terrains. In the Terrain Editor, I delete all the detail from the terrain by clicking on the first top-left icon, and then use the Raise tool to sculpt is as shown in the screenshot. Feel free to sculpt it to fit your needs for the scene.填补现场,获得想要的效果的一片森林,我需要添加更多的地形,周围我的主要地形。为此,我只是创建一个标准地形的长度几乎所有三个现有的地形。在地形编辑器,我删除所有地形的细节通过点击第一个左上的图标,然后使用提高工具雕刻如截图所示。随意雕刻它为现场满足您的需要。
Starting to add the surrounding terrains to fill up the scene
开始添加周围的地形来填满
Step 08: Positioning the new terrains
步骤08:定位新的地形Now, to make my life easier without sculpting two new terrains, I again duplicate this new terrain two times, positioning them as shown on the screen grab. I group the terrains again and assign the same material as for the other terrains, just deleting the path material where it no longer fits. The purpose of this terrain is to give me the space to populate an ecosystem on them, so I get the feeling of being in a dense forest surrounding the small clearing which is the main focus.现在,更没有雕刻了两个新的地形,使我的生活,我再次重复这一新领域的两倍,他们的定位在屏幕截图显示。我组的地形又分配相同的材料作为其他地形,只是删除,它不再适合道路材料。这个地形的目的是给我空间来填充他们的生态系统,所以我觉得在一个茂密的森林周围的小清理,这是主要的焦点。
Positioning the newly created terrains inside the scene for the final composition
定位新创建的地形场景内的最终组成
Step 09: Water plane
09年步:水平The water I need for the stream will just be a simple cube. You can use the numbers for the size shown in the screen grab, but if you have made a scene with different sizes, just make it fit to your scene.我需要的水流只是一个简单的立方体。你可以使用屏幕上显示的大小的数字,但如果你做了一个不同大小的场景,只是使它适合你的场景。For the material, I use a standard water material with no physical transparency, since that will take much longer to render and I don't need physical transparency here. I change the fade-out color to a greenish brown and make it 135% murky. Since I have quite a low-positioned camera, I increase the Turn Reflective with Angle to 77% to make it a bit more reflective.对于材料,我使用一个标准的水材料没有物理透明度,因为这将需要更长的时间来渲染,我不需要物理透明在这里。我改变褪色的颜色,以绿色的棕色,使它135%黑暗。由于我有一个相当低的定位相机,我增加了转角反射角度为77%,使其有点反射。Note: if you use the photometric spectral atmosphere model as I do here, you also need to set the color of the water in the Color & Alpha tab to a brownish color!注:如果你使用的光度光谱大气模型,我在这里做,你还需要设置水的颜色在颜色和阿尔法标签,以褐色的颜色!
Creating the water plane for the little stream
为小溪创造水平面
设置水材料
Step 10: Adding static plants
For this last step of the layout for my scene, I add some static plants. I position them manually, since doing this with the ecosystem function won't give the exact distribution of trees that I need. I use some default trees that I like with some trees from Xfrog. (If you go to their site, you can buy objects or download lots of freebies from their Samples section.) You can of course use whatever trees or bushes you like for your scene. I position them in a way that makes the composition look good to me.步骤10:添加静态植物对于这最后一步的布局我的场景,我添加一些静态植物。我手动定位它们,因为这样做与生态系统功能不会给树的确切分布,我需要。我使用了一些默认的树,我喜欢从Xfrog的一些树。(如果你去他们的网站,你可以购买对象或从他们的样品部分。下载了很多免费的)当然你可以使用任何树木或灌木丛你喜欢你的场景。我把它们定位在一种使构图看起来很好的方式。
Adding some static plants to fill up the place
添加一些静态的植物来填满
Step 11: Ecosystem layers
Now I'm ready to start creating all the ecosystem layers needed to make the distribution of vegetation look more believable. As seen in the screenshot, I start from Figure 1 to Figure 6 layering all the different ecosystems.步骤11:生态系统层现在我准备开始创建所有的生态系统层,使植被的分布看起来更可信。如图中所示,我从图1开始图6分层所有不同的生态系统。Figure 1 is a layer for the trees, where I use four different species to give some variation to the vegetation. When loaded in, I go to the Presence tab and use the values shown in the screenshot to prevent the trees being populated too low on the terrain, as I don't want them going in the water. In the Density tab, I use the values shown in the screenshot (Density Tab Trees! - M) to prevent the trees growing inside the hut. I use the same density settings for figure 6.图1是一个层次的树木,我用四种不同的物种给一些变化的植被。加载时,我去的存在标签,并使用截图中显示的值,以防止树木被填充太低的地形,因为我不希望他们在水里走。在密度选项卡中,我使用截图中显示的值(密度标签树)!米)防止树生长在小屋里。我使用相同密度设置图6。For all the other layers from figure 2 to figure 4, I use the presence settings you see in the screenshot (ecosystem layers main and rear terrain). You can use those settings too if you've made your terrain the same height as mine. (If you didn't make it the same height, you will need to adjust those settings in order to fit the height of the terrain!)对于所有其他图层从图2到图4,我使用的存在设置,你看到截图(生态系统层主要和后方地形)。你也可以使用这些设置,如果你已经使你的地形与我的高度相同。(如果你没有使它相同的高度,你将需要调整这些设置,以适应地形的高度!)For the density, I just play with the settings according to the amount of vegetation I need and the amount of vegetation my system can handle! You need to adapt the density settings to your computer specs. I have 24GB RAM on this system so I can make the ecosystems quite heavy, but you may use lower density values for the grass, or enable Dynamic Population.对于密度,我只是玩设置,根据我需要的植被量和植被量我的系统可以处理!您需要调整密度设置到您的计算机规格。我有24gb RAM系统所以我可以使生态系统很重,但是你可以为草使用低密度值,或使种群动态。I save this material and load it in for the rear terrain, delete the path material, and populate it, so now the rear and main terrain have the exact same material except for the path.我保存这种材料,并加载在后方地形,删除路径材料,并填充它,所以现在的后方和主要地形有完全相同的材料,除了路径。
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Step 12: Background terrains ecosystem
So now to the final step of the ecosystem distribution for my scene. As I have saved the material with the ecosystem in the previous step, I just load that in for the background terrains, and simply delete all materials except the trees and the grass ecosystem layer.步骤12:背景土地生态系统现在to the最终步of the生态系统分配我的场景。我救了你的材料with the生态in the previous step,我只是load that in for the background and simply删除所有的土地,材料,除了树and the草生态系统层。Those are the only two materials I need for these terrains, and there's no need to have the stones and other stuff in there. You can of course add as much vegetation as you want to!这些是仅有的两个材料我需要这些地形,并没有需要有石头和其他的东西在那里。当然,你可以添加尽可能多的植被,你想!
Applying the ecosystem to the background terrains to finish up the distribution of the vegetation
应用生态系统背景地形完成植被的分布
Step 13: Hut light
I want to add a little interesting touch to the hut, so I decide to put a light inside it. For that, I simply create a point light, place it inside the hut, use the values you can see on the screenshot, and that's it!第13步:小屋光我想给小屋增加一点有趣的感觉,所以我决定在里面放一个灯。对于这一点,我只是创建一个点光,把它放在小屋,使用的价值观,你可以看到截图,这就是它!
Adding a light to the inside of the hut
在小屋内部加上一道光
Step 14: Atmosphere and render settings
Now comes the key step that will set the mood for my scene! For this, as in all my renders, I use the photometric light model with the option 'Allow overriding photometric settings' enabled, so I have more control over the lighting.第14步:气氛和渲染设置现在的关键步骤,将设置我的场景的心情!对于这一点,在我所有的渲染,我使用的测光光模型与选项'允许压倒光度设置'启用,所以我有更多的控制照明。To get the same atmosphere I have, just follow the steps as seen in the screenshot from figure 1 to figure 3. Again, you can play with all those settings to get different results and the look you want for your scene. When I'm satisfied with the light conditions for my scene, it's time to set up the render settings for the final render.为了得到相同的气氛,我只是按照步骤,如图1所示的截图,图3。同样,你可以玩所有这些设置得到不同的结果和你想要的场景。当我对场景的光线条件感到满意时,是时候为最终渲染设置渲染设置了。Open the render tab and enable the user settings option in the Preset and Render Quality tab, and use the settings shown in figure 4 and figure 5. For the size of the image, just use whatever resolution suits you best! I always render my stuff in 2,500 pixels upwards, to get a decent render.打开“渲染”选项卡,并在“预置”和“呈现质量”选项卡中启用“用户设置”选项,并使用图4和图中所示的设置。对于图像的大小,只要使用最适合你的分辨率!我总是把我的东西在2500像素向上,得到一个体面的渲染。When the rendering is done, use the exposure control settings you see on the screenshot (Exposure control). Change the current display gamma to 1.8, and you're done! Now save your scene either as a TIF or PNG for further color correction, if needed, in any other application you like!当渲染完成后,使用屏幕上的曝光控制设置(曝光控制)。改变当前显示伽马到1.8,你就完成了!现在保存你的场景为TIF或PNG进行色彩校正,如果需要,其他应用程序在任何你喜欢的!
Adjusting the atmosphere settings and setting up render options
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