Page 74 - 3D Artist 110 - 2017 UK
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Techniques







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                Distribution and clusters The geometry for this
          04  scene is a mixture of custom models and objects
          sourced from online libraries, with only two to three variations
          for each object type. Forest Pack’s geometry settings enable
          you to adjust the probability of each object appearing in the
          scatter. The scatter pattern is determined by a black-and-white
          map: a white pixel creates a tree and a black one creates a
          space. Though it’s possible to use custom maps, in this
          example only the built-in Distribution map presets were used.
            Forest Pack also includes a helpful clusters feature that
          enables you to group together objects of the same type with
          settings for cluster size, shape and noise. This was used to
          scatter the small palms and hedges and is perfect for
          simulating natural growth patterns where plants propagate in
          surrounding soil.

                Remove unnecessary scattered objects some
          05  areas don’t need plants even though the terrain is at
          the predeined altitude. They can be removed by adding several
          types of exclude item to the Areas List. A simple open spline is
          used to remove trees from the train line, and a closed spline
                                                      05
          removes them from the landing pad in the foreground. When
          several Forest Objects overlap, you can use one to remove
          trees from another. in this scene, the thatched huts and rocks
          are used to remove trees and hedges, and for inal reinements
          you can use Paint Areas to add or remove geometry exactly
          where needed.

                Randomise geometry to disguise repetition
          06 Very few variations of object are being scattered, so
          we need to randomise them to try to disguise any obvious
          repetition in the scene. The easiest way is to use Forest Pack’s
          randomised Transform tools to shufle the Translation, Rotation
          and scale. Generally, the default settings work well for most
          situations; the only exception in this scene were the boulders,
          where the maximum scale is increased to 800% to turn some
          of them into rocks.
            Forest Pack also includes a map called Forest color that
          enables you to randomise and tint the bitmaps on a per-
          element, per-instance basis. This has the ability to create a
          huge amount of randomised geometry reacting to changes in
          terrain. Remember, any time spent manually changing an
                                                      06
          object that could have been automated is time wasted!

            Buildings can be parametric too!
            The building in this scene was created by distributing
            architectural components along splines using Railclone,
            a procedural instancing tool. There are two Railclone
            systems used for the buildings, one for the inner
            structure and one for the pods that cling to the sides.
            The inner structure is randomised per spline so that
            some loors will have a glass facade, and some will have
            structural metal.
             For the outer pods, as well as randomising the
            geometry and textures, the system is divided into three
            types of object by applying material iDs to the splines.
            Material iD 1 adds the vertical pods, Material iD 2 adds
            large pipes around the base and Material iD 3 adds the
            loating jetties, on top of which sit small buildings. To
            adjust the skyscraper, all you need to do is edit the
            splines and the whole system updates, like the islands.

      74 All tutorial files can be downloaded from: filesilo.co.uk/3dartist
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