Chris Priddy
Forum Replies Created
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I really think it was something with a plugin that was causing the issue. I understand that you didn’t make use of any of them to make the scene, however I recreated the exact scene myself in the exact same ways, and it rendered. Just an FYI for later posted scenes. Maybe it was just a fluke, who knows.
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For those of you still trying to do this and come across this thread, you can set the noise speed and loop in the texture. Just set the loop to 1 = 1 second. Render a 29 frame animation (because 0 counts as a frame making 0-29 = 30 frames = 1 second). Just fyi, not ALL noise types can be looped, and you won’t realize it till you render it out since they all have a loop attribute, just trial and error.
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The scenes I’ll be doing are pretty ground level camerawise. So they’d have to have decent detail. I have just started playing around with the 3d paint and layered material for color and it’s playing out pretty well. I’ll try that camera mapping when I get home and off work. That looks pretty interesting and useful. Thanks
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I did see a tutorial on that a minute ago in my search, but it looks quite complex for my application. It’s doesn’t need to be super photoreal, just good enough to use in a few scenes with the wind turbines. I tried using body paint but that just gives me the colors. I do plan on going through the camera mapping tutorial but not right at the moment as I have a lot of graphics and animations to put out at work this week. I also looked at that landscape procedural shader package and it looked very nice, just need a solution that doesn’t cost extra $$$ right now.
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Better yet, is there a step by step showing how to utilize the layers of the layered displacement somehwere? I googled for a bit and didn’t come up with much.
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What size texture did you use for this? I’m assuming you just used Ps?
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Why in the world can I not get that result? So essentially, so I understand it to replicate it, I would make a grass blade about 3 polys. Then I could clone it gridstyle on x,z with maybe a random effector to randomize the rotations in one axis. After that I clone that cloner and use another random effector keeping it as a child of the landscape or using an surface constraint tag. All the while having all the cloners using render instances? Am I missing anything? Or am I at least on point with what you did?
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Still looks the same, even with “use LOD” turned off AND the display tag off as well. Did you maybe make use of a plugin that I don’t have to make the scene? No matter what I do, I get the same result. So it’s growing is some places, but not most.
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I don’t know that I’m getting the same results as you, I posted what I rendered from you (with an error about degamma plugin) because this looks quite a bit different than your last render post. Although the render time for this at 1600×1200 was only 1 minute for a frame, the ground looks like a noisy bump up close with no blades?
