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How to model realistic gravel?
show user profile  DieDame
Hey guys,
i am trying to model photorealistic gravel and have only found one useful tutorial so far: http://www.youtube.com/watch?v=Tdct2YaKOPw
Unfortunately it is using a plugin called "v-ray pattern" which I do not have.
Does anyone of you has another way of creating realistic gravel or knows a tutorial?
Or could you think of a way to replace yraypattern in the tutorial above?

Thanks a lot!
Caroline
read 660 times
12/22/2013 10:16:57 PM (last edit: 12/22/2013 10:16:57 PM)
show user profile  mike_renouf
You could try the trial version of forest pack - make a few mesh bits of gravel and then distribute them with forest pack. Or alternatively use particle flow: http://www.polycount.com/forum/archive/index.php/t-64827.html




read 645 times
12/22/2013 11:27:28 PM (last edit: 12/22/2013 11:27:28 PM)
show user profile  donvella
i second what mike says if your going to be ultra close or need the gravel moving... if you will see it at over half a meter away, use a displacement map.




read 622 times
12/23/2013 1:41:50 AM (last edit: 12/23/2013 1:41:50 AM)
show user profile  DieDame
Thanks guys.
I will try this right now and see how it turn out.^

Edit:
I downloaded forest pack light, but to use gravel i need the forest pack pro...
And i am too close for a displacement map.
I will try the particle flow but do you have some tips for the shape of the stones and the density to make it look most real?
read 603 times
12/23/2013 7:51:42 AM (last edit: 12/23/2013 7:59:30 AM)
show user profile  mike_renouf
Sorry - didn't realise forestpack had to be fully registered to use your own meshes.

Um - to be honest you're best off just experimenting. It depends very much on the specifics of your project as to how much detail you need, whether it has to be animated etc. As Donvella says, displacement can work really really well and save you a lot of time if the gravel won't be seen very close to the camera or if its only a static scene that you're rendering.




read 588 times
12/23/2013 9:47:17 AM (last edit: 12/23/2013 9:47:17 AM)
show user profile  herfst1
Mass fx could do it as well. It's good for geometry not intersecting. You just model a few variations of stones, make a whole bunch of copies, drop them then attach them as one object (to save your scene from dying).
read 572 times
12/23/2013 11:05:50 AM (last edit: 12/23/2013 11:05:50 AM)
show user profile  DieDame
Thank you very much. The comments got me new ideas of how to go about it.
In the end i downloaded multi scatter and scattered boxes in 4 different shapes and randomized the rotation and position. Turned out pretty nice.
Would probably also work with the particle system as suggested but would take longer to render.

read 542 times
12/23/2013 5:45:31 PM (last edit: 12/23/2013 5:45:31 PM)
show user profile  donvella
massfx is particle flow now... just sayn :P




read 523 times
12/24/2013 12:14:39 AM (last edit: 12/24/2013 12:14:39 AM)
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