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Absolute Fastest Way To Make Jungle Scene
show user profile  mattymoose
I need to make a decent looking non-photorealistic jungle scene FAST, I'm talking 6 hours ish. Do you have a favorite method for leaves, trees, climbing vines, hanging vines, grass, rocks, moss, visible light rays, fog/mist? - I need advice and tips, anything and everything that crosses your mind, do not hesitate to post.


read 639 times
8/4/2009 10:25:20 AM (last edit: 8/4/2009 10:26:20 AM)
show user profile  albongino
plenty of planes with foli bitmaps for background, more detailed geometry for foreground foli, renderable splines with leaves and stuff scattered all over for hanging vines.. ?
................



read 627 times
8/4/2009 10:31:16 AM (last edit: 8/4/2009 10:31:16 AM)
show user profile  mattymoose
sounds good albongino, you recommend just using the scatter compound object?

Also, this is going to be rendered at 256x192, if that helps.


read 623 times
8/4/2009 10:33:00 AM (last edit: 8/4/2009 10:34:12 AM)
show user profile  mrgrotey
I'd use pflow if I were you, then you can reduce the viewport-count whilst doing other things to speed the pc up. Also you can adjust it at anytime whereas scatter fixes in place straight away from what I can remember




read 620 times
8/4/2009 10:33:54 AM (last edit: 8/4/2009 10:35:02 AM)
show user profile  mattymoose
I'm not to worried about slowdown but being able to tweak it will be helpful, I'll go the pflow route and probably have a few questions about setup once I get started.


read 600 times
8/4/2009 10:47:46 AM (last edit: 8/4/2009 10:47:46 AM)
show user profile  Dave
What is interesting, is that tomorrow morning I will be undertaking a similar task with Pflow... *waits for mattys questions to come and for someone to answer them*

But yeah, today was my experimental period and I highly advise staying away from scatter. In my email to my lead there's basically going to be a render of what scatter did, and a big "NO" beneath it.

Also, look into things like the ivy generator plugin.

"I flew over Egypt once"

read 582 times
8/4/2009 11:57:00 AM (last edit: 8/4/2009 11:57:00 AM)
show user profile  Garp
I agree with the above. No scatter. When needed I either use pflow or hair and fur.
The latter is great to quickly paint vertex color maps to assign to scale, density, etc.

Volume lights with shadows on should work fine for the light rays.




read 570 times
8/4/2009 12:24:48 PM (last edit: 8/4/2009 12:25:06 PM)
show user profile  mattymoose
Working on the lighting now, I've got a skylight and a big directional light with volume shadows.
Working ok so far. Cool that you're doing something similar Dave - I'm absolutely planning on abusing the gw_ivy generator.


read 556 times
8/4/2009 12:38:53 PM (last edit: 8/4/2009 12:38:53 PM)
show user profile  mattymoose
I've run into my first snag:

1) I'm using lots of opacity-mapped textures
2) I can only get volume shadows to work if I use shadow maps
3) shadow maps don't seem to care about opacity (i.e. an opacity mapped leaf on a plane casts a square shadow)


read 521 times
8/4/2009 1:39:08 PM (last edit: 8/4/2009 1:39:08 PM)
show user profile  advance-software
Shadow mapping works fine with alpha transparency (aka opacity maps) - if implemented correctly.

Stencil shadows on the other hand doesn't, which is one of the reasons why shadow mapping is a better technique than stencil shadows. The other advantage is cheap soft shadows (gausian blur on the shadow map).

(Real time) shadow mapping in max is not the greatest from what I've seen so far.

Edit: You are of course an expert on shadow mapping already.
read 516 times
8/4/2009 1:43:20 PM (last edit: 8/4/2009 1:47:25 PM)
show user profile  mattymoose
No offense A-S, but if you have nothing helpful to add, please don't post in this thread. You have a knack for derailing threads and it is very important to me that this stays on topic. (I know, ironic right?)


read 511 times
8/4/2009 1:45:52 PM (last edit: 8/4/2009 1:49:39 PM)
show user profile  Garp
If you don't care about accuracy too much, you could use a black and white bitmap as a projector map.

edit: not too sure but... if you make a render from the light's point of view with raytraced shadow and reuse that render as a projector map? Worth a try?




read 508 times
8/4/2009 1:46:38 PM (last edit: 8/4/2009 1:51:06 PM)
show user profile  mattymoose
garp care to elaborate?

You mean use a 'projector map' to cast volume rays from a light, without taking actual shadows into account?


read 503 times
8/4/2009 1:50:26 PM (last edit: 8/4/2009 1:50:26 PM)
show user profile  Garp
Sorry. Was editing when you posted.
I'll make a quick try and come back to you asap.




read 499 times
8/4/2009 1:52:11 PM (last edit: 8/4/2009 1:52:11 PM)
show user profile  mattymoose
thanks - sounds interesting but it needs to be dynamic (or else I'll just use the game dev method of faking sun rays with translucent planes)


read 494 times
8/4/2009 1:57:25 PM (last edit: 8/4/2009 1:57:25 PM)
 
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