Japanese Autumn Zen by Darkglass ()
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Done over the weekend in conjunction with a good friend...who required some assistance with the finer points of this tutorial....modeling, displacement maps, geometry instancing, particles and replicators
Everything designed to keep geometry at a manageable level, so you can achieve more complex scenes
And so you don't require your own hydroelectric dam, or a lightning bolt creating 1.21 gigawatts of electricity so that you can render the scene or send you.........back to the future.....!!!
The geeky bit if you're interested....or a little weird.....if not, stop reading now...
Displacement maps, like Bump maps, are a means to add detail to a surface. the displacement maps can provide a much more organic method of modeling. Displacement maps utilize the micropolygon tessellation feature to create additional geometry on subdivision surfaces models , moving the surface a given distance along its normal defined by the 'Displacement Distance' setting of the Material item, and the gray shades of the texture layer itself. The result is a model with greater surface detail and more organic form, that is easier to arrive at. Often times, a Displacement Map will have a gray middle ground and dark values will push the surface in and white values will push the surface out. This can be obtained by setting a inverse (negative) value for the 'Low' setting of the image map layers property, or by setting a negative value in a procedural texture.
Instances are virtual duplicates of a mesh item, meaning they do not add any additional geometry to the scene. Instances are merely containers that reference the original item at render time. As such, Instance Meshes can only be edited at the Item level. Component level edits must be applied to the original item, where changes will propagate to all instances.
Replicators are a means of generating render time duplicates of geometry in a scene allowing users the ability to render literally billions of polygons with full support for all shading and rendering capabilities. A Replicator is more like a controller though than an item. Unlike all the other items which have visible representations in the scene (OK, except for the Group Locator), Replicators are only visible once their 'Prototype' and 'Point Source' option have been populated. Once defined, the Replicator then controls how duplicates of the item are copied onto the target point source. Replicators are also unique in that they require these additional elements to function. The 'Prototype' is simply any 'Mesh' item layer within the given scene. The 'Point Source' defines the positioning of the duplicates; by default the center position of the initial mesh layer will be positioned precisely at the location of each vertex in the point source item, so while users don't have direct control over the positions of Replicated meshes (like with Instances) users can indirectly control their locations with the point source by adjusting the vertex positions.
Image Comments (15)
eekdog () Online Now! 5:57PM | Wed, 06 May 2020
Great info attached to this very cool image with your quality modeling DG. Bravo!
RodS () Online Now! 8:43PM | Wed, 06 May 2020
I really love this - it IS very Zen and peaceful. Makes me think of one of those cool but still pleasant fall late afternoons.. I can almost smell that wonderful scent of the fall leaves..
I did read the geeky stuff - and what's frightening is that I actually understood it. God, I need help.... 🤣
Mark (anahata.c) has alluded a couple times to the small hadron collider and fission (not fusion) reactor I have in my basement. It does keep the neighborhood from browning out when I do a T.N.A. page.... 😆
Giana () 11:25PM | Wed, 06 May 2020
it's a very lovely scene... it is already getting so warm here that a touch of autumn would be nice in my mix of days...
if you're looking for feedback, visually speaking, my only suggestion, and it is quite small, would be to pump up the saturation on the leaves that are at my feet, as the ones in the background are quite bright. even without the refraction of colour due to lighting [like the leaves still on the trees], i think the leaves on the ground might be slightly brighter in colour...
great job at conveying a good and real sense of cooling autumn, crisp, bright air and chilled concrete... i truly CAN feel it :))
Thank you and many thanks for taken the time out to comment is always greatly appreciated......!! yeah always grateful of the feedback....and your correct in your observations.....really could have been a little more rich in their appearance, so thank you for pointing it out......
Kaisoona () 6:21AM | Thu, 07 May 2020
Good detailed description and a wonderful picture,very well done.
Kordouane () 7:14AM | Thu, 07 May 2020
What a great and beautiful work, you'd think you were really looking at a picture, it's gorgeous.
giulband () 1:44PM | Thu, 07 May 2020
This is a very very well created work, beautiful for technique and atmosphere !!
moebiustraveller () 9:42AM | Fri, 08 May 2020
It's a great render and indeed, lovely work on the textures/displacement and normal maps. Thanks for the detail in the explanation :)
iborg64 () 9:46AM | Tue, 19 May 2020
This is a superb looking scene very well done the technical stuff very interesting. One small point all the leaves on the ground appear to have landed the same way amazing fine control of the wind perhaps? 😀
Thank you and many thanks for taken the time out to comment is always greatly appreciated......!! well it is a zen garden everything perfectly in its place....including the leaves....but your correct....that's Replicators...i would have to rotate the vertex in the point source item to get more variation
Flint_Hawk () 2:04PM | Tue, 19 May 2020
WOW! Exceptional work! Thank you for including all of the valuable information!