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  • vue masterclassEnvironment Creation with Alex Popescu

  • 01 the bay - Page 04

    02 the reef - Page 14

    03 the cave - Page 22

    04 river valley - Page 30

  • the bay

    01

  • page 5

    Vue Masterclass Chapter 01: The Bay

    www.3dtotal.com Chapter 01

    Chapter 01 - The Bay Software used: Vue

    IntroductionWelcome to the first part of a series of Vue

    tutorials. We will be exploring the creation of

    landscapes, tackling a different environment

    each chapter.

    The special thing about this series is that the

    tutorials will be very results-driven. This means

    that I will concentrate on pointing out the

    essential elements of landscape creation and a

    cost-effective way of getting great results, rather

    than getting stuck into the technical side of

    things. The reason I am doing it like this is that I

    want to write articles that are easy to follow and

    that are about the principles more than anything

    else. Working as an environment artist in the

    film industry, I know the pressure of production

    and that is why I feel the end result is the most

    important thing. The software is just the tool that

    will help you reach that result.

    The series should be interesting for beginners

    and intermediates, but it will also be filled with

    enough great tips to keep advanced readers

    interested. I would like to start by recommending

    that you take a look at the work of Dax Pandhi.

    He is a very advanced user who creates

    stunning final results.

    Choosing Your Subject Starting a new project can be a bit difficult. But

    the most important thing is to set a goal. If you

    already have a brief, that shouldnt be too hard.

    If you dont, take the time to come up with one

    yourself. Working without one can be a lot of

    fun as a quick exercise, but when working on a

    bigger project the goal should be very clear from

    the beginning.

    For the first tutorial were going to create a

    Mediterranean-style coast scene. I know

    that I want to go for a result that looks pretty

    photoreal, so it makes sense to start by looking

    for good reference images as this is the key to

    creating realistic 3D environments. It is easy to

    get carried away into thinking that your image

    looks photoreal, but only by comparing it with

    real-life examples will you be sure of that. I will

    talk a bit more about this later on.

    The Terrain To build my coastline, I start with a procedural

    terrain (Fig.01). By editing the function that

    generated the terrain I create the result I want.

    The setup is based on a model created by Dax

    Pandhi. This approach uses two terrain fractals

    that are later combined. I use one of them to

    create the larger features of the terrain and then

    the second one for the more detailed shapes.

    The one that creates the large features has

    been filtered to give it a canyon aspect. I need

    that for the steep cliffs of the coastline.

    The two terrain filters can then be combined with

    a Blender node. You have to experiment with

    the values of the nodes until you get the result

    you are looking for. This is where experience

    and technical training comes into place. You

    should know that by clicking on the Terrain

    editor window with the Function editor open, you

    will update the preview of the procedural terrain.

    So any changes you make to the nodes will be

    previewed straight away.

    The last node I use is a strata filter, which

    creates the nice lines running across the full

    length of the coastline. There is just one thing to

    be careful with here: the scale of your ground.

    Having the right scale set up will save you a

    lot of trouble later. Go to the Size tab, lock the

    scaling proportion and then choose the size you

    are aiming for (Fig.02).

    Setting up the Camera Now that we have a general idea in place for

    the terrain, we can choose a nice camera view.

    Before I do this I create a sea layer, because

    the water level is going to affect how much I see

    of my terrain, and of course the composition of

    the image. After doing that, I am free to move

    around with the camera, and choose something

    I like. I want to see the nice steep cliff in the

    distance, the bay and have an interesting

    foreground, so lets go for something that

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    Chapter 01: The Bay Vue Masterclass

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    includes all of that. This is a moment where you

    should spend a bit of time exploring your scene

    because you might find some great surprises.

    This is where the power of Vue becomes

    obvious: after just one hour of work, you are

    already exploring a full 3D environment.

    Setting up the Lighting After finding the view that looks right, there are

    still two things to worry about. The first, and

    probably the most important, is the lighting.

    Choosing the lighting scenario is very important

    so this is where having a good reference comes

    into play. Find a good image and aim to light

    your scene like that.

    My advice would be to start from one of the

    default physical atmosphere setups. Choose a

    good direction for the sunlight that helps to show

    the volumes of your terrain. Usually a side light

    which is not too high will give you nice daylight

    results. Here are my atmosphere settings

    (Fig.03). Notice the lowered setting for the

    quality boost which improves the render times.

    Of course, if you are not planning to move

    the camera you can reuse the indirect lighting

    calculation to speed up your test times.

    The First Render Before starting the first render there is one

    last thing we have to take care of: the material

    of our terrain. For the first test I use one of

    the default materials, Rock and Grass, from

    the Landscapes option. It helps you read the

    volumes of the terrain well. I leave the water

    with the default material for now, choose the

    Final render preset, and press go. Here is the

    result (Fig.04). It isnt the most photoreal thing

    youll ever see, but we still have a way to go.

    Building The Materials The next step is to start working on the

    materials. Im happy to keep the lighting as it

    is and the terrain also looks like it could work

    for now. What you have to keep in mind when

    reading this is that my approach is influenced

    by how you would work with this kind of scene

    if it was for a movie. Im trying to keep the

    elements as neutral as possible, with a lot

    of range for changes. Our final result is an

    image, which means that I will do all the final

    tweaks in Photoshop, so the important things to

    concentrate on now are those elements that I

    cant control there.

    One of these things is the distribution of

    materials. This is where we get to see the power

    of the Vue Material editor. One of the things I

    use most is the altitude distribution. With the

    correct settings, you can create a complex

    material that simulates real ones very closely.

    In the case of this image I start by working on

    the cliff material. By using the mixed material

    and altitude distribution I create three big areas:

    the cliff, the beach and the underwater sand

    (Fig.05). I also modify the parameters of the

    water to get it closer to the look I want. Its

    looking way too transparent and reflective at

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    the moment so lets concentrate on those and

    change the overall hue. This is what Ive ended

    up with (Fig.06).

    Control is the Key It could get a little tricky now because of the

    large scale, but I want to further refine the

    materials. The obvious solution is to try to split

    the terrain into smaller pieces that will be easier

    to control creatively. So I duplicate my ground

    three times and then sculpt away the parts I

    dont need. This makes working on the scene a

    lot easier in the long run (Fig.07).

    Focusing on Specific AreasThe next natural step is to focus on improving

    each piece of the terrain. So I start with the far

    cliff, working on the material. I add another step,

    trying to create a darker line along the area

    where it makes contact with the water (Fig.08).

    This idea came from looking closely at my

    reference images.

    Please keep in mind that when working on a

    specific area you should always use the render

    region option to reduce the time wasted in the

    test renders. You might have to test the values

    of the mixing amounts in the Material editor

    a couple of times until you get what you are

    looking for. An important detail is to specify the

    way the two materials blend and if you want a

    sharp or a progressive transition between the

    two. In this case I want a sharper line to get a

    better feel of that area where the water touches

    the cliffs. I apply the same technique on all the

    terrain segments. It is also noticeable that Ive

    changed the color of the water to create a better

    sense of scale. Having deeper blue for the

    water means having deeper water and therefore

    automatically a bigger scale (Fig.09).

    Adding the VegetationIm happy with the terrain now so its time to

    start working on the vegetation. The ecosystem

    technology is what revolutionized Vue a couple

    of years ago, and it is a very handy tool. In a

    specific environment, like this one, I tend not to

    use automatic distribution, but paint the areas

    I want the vegetation to grow on. This way I

    have a lot more control over the vegetation

    and on the composition. Adding vegetation

    can be a very tricky task though. Recreating

    the natural variation is not easy, and a lot

    of time must be spent trying to improve the

    look of your ecosystem. Because of the more

    general approach of this tutorial, we will not go

    into that, but keep in mind that this is a very

    important point when you are creating your 3D

    environment.

    A lot of the time you might need to create

    custom plants, or even use outside models to

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    get the look you want. Again, I have to repeat,

    having good reference images is essential

    (Fig.10).

    But as I said, I want to keep it simple and so I

    only use a type of tree, the Springtime White

    Birch. Here is how our scene looks after the

    ecosystem painting (Fig.11). The beach seems

    a bit too empty so lets add some bushes using

    the same technique (Fig.12).

    Adding Details to the Terrain Now that the general elements are in place, we

    can concentrate on making things a bit more

    interesting. The far cliff looks a bit boring, so

    lets modify the terrain a bit on the far edge.

    Here is how the terrain looks after Ive worked

    on it a bit (Fig.13). When making these kind

    of changes always check the result through

    your render camera. There is no point in

    making it look cool in the terrain editor if it is

    not interesting in the final image. I know there

    are some artefacts here and there, but there is

    nothing that cannot be fixed later (Fig.14).

    Rendering the Image At this point, Im happy enough to start a serious

    render. Not everything is perfect and it doesnt

    look photoreal, but I have faith in the way

    things were going. This is another step where

    experience will tell you say if its the right time

    or not to go to post-render work. On the other

    hand, you can always come back and tweak

    stuff, so if you feel like throwing your renders

    into Photoshop and playing with them give it a

    go and see what happens.

    Its time to prepare everything for Photoshop

    now. Its not just about the render at this point,

    its also about all the things you can use in

    Vue that could help the tweaking process later.

    Enable the multi-pass render, and start adding

    stuff that you think could be useful. You should

    always render passes like ZDepth, Indirect

    Illumination, Shadows, Reflection etc, plus

    object masks, material masks and any other

    thing you think might help. Be careful though;

    this will increase your render time, so if there is

    a time constraint, keep it under control.

    Be careful with the output PSD file. All the

    layers will be locked and there will be a lot of

    information in extra channels (object alphas,

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    etc). When you open the PSD file look around

    and try to think about the way that you could

    use the extra passes. They will have several

    blending modes which can be changed by

    default, so take a look at how they look in

    Normal mode you might be surprised at the

    effect (Fig.15). Here is the render with some

    extra passes on the bottom. So the work is done

    now, surely? No, not even close (Fig.16)!

    The Photoshop Processing As I said earlier, what Im actually looking for

    in my Vue render is a good base to work with.

    That means that I want all the elements in place,

    I need the lighting, I have all the extra passes,

    so all I need to do is tweak all this information

    to get the best result. In film visual effects, the

    result of the CG pipeline is what we have at

    the moment and its the role of the compositor

    to make all the elements fit together nicely. Of

    course, this is just a simplified description of the

    actual process, but the principle is the same.

    The reason behind all of this is simple: speed.

    At this point our render times are already a bit

    slow. A change in the color of the water will take

    way too much time to render. However, having

    the water as a separate element in Photoshop,

    allows us to do that extremely quickly. So we

    can be flexible and creative, and most of all,

    results driven. Having good references will

    come in handy again, because right now we can

    actually have the two next to each other.

    Only one question could arise. Given the fact

    that we are processing the image in 2D, arent

    we losing the power of 3D? What if you have

    a moving camera in your scene? Well, at this

    time, this is not our goal. We just want to create

    a good looking image using the power of Vue.

    And that is still in reach. But, dont worry; there

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    are a lot of techniques to do exactly the same

    thing using this process. Its not the purpose of

    this tutorial, but I will probably talk about this

    subject in a later article.

    The Sky I am sure youve noticed that I havent talked

    much about the sky at all. Well, there is a

    reason for that. Even though Vue skies look

    good, in most cases there is simply no need to

    use a CG sky. There are tons of amazing picture

    libraries that you can use, and the result will be

    well, photoreal. This is what you would do in

    real-world production where time is an issue, so

    unless you have a good reason for it, I wouldnt

    spend too much time trying to get it to look right.

    I choose a very typical daylight sky, because I

    dont want the image to look too dramatic. The

    goal is still a natural looking image (Fig.17).

    Color Corrections The image is really coming along, but at this

    point, Im not very happy with the tones and

    the values of my CG elements. So by having

    the reference images on top of my render I

    color correct my cliffs and my water to match

    those from the photographs. This way I know

    I will be closer to real values (Fig.18 19).

    In the next step I take advantage of the extra

    passes I rendered earlier. For example, I think

    that the trees are a bit too shiny and the hard

    light makes them look a bit too plastic. So I

    use the indirect illumination pass and mask the

    ecosystems alpha to get rid of those and add to

    the natural feel. I add depth to the far cliff using

    the depth pass, and lower the contrast in the

    foreground. When doing large scale outdoor

    environments, it is important not to have too

    much contrast, because that doesnt really

    happen in real life (Fig.20).

    The next thing I do might look a bit strange,

    but it is actually very easy to do and efficient. I

    add a bit of extra detail to the overall image in

    the places that look a bit too clean to me, by

    creating adjustment layers and then painting in

    the masks. For example, on the far cliff I create

    a Hue adjustment layer that makes it green, and

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    Vue Masterclass Chapter 01: The Bay

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    then invert the mask. By taking a small brush

    and painting in the mask you can reveal a bit

    of the green in places of your choice. I use the

    same approach for the beach (Fig.21).

    Going back to Vue for a bit of extra help painting

    bits of grass on the cliff is easy, but some

    other stuff might not be so. This is true for the

    water. I feel it needs a bit more underwater stuff

    around the far cliff, but painting those in could

    turn into way too complicated a job. So lets go

    back to Vue and do a fast render of the ground

    with the underwater sand/vegetation material

    everywhere (Fig.22). This can now be used as

    a pass, multiplied and revealed around the far

    cliffs and shore (Fig.23).

    The Finishing TouchesThe image is starting to look pretty good, right?

    But there are still a couple of things to do. First,

    if you look closely, you can see there are still a

    few places where the render has some issues.

    Just took the Clone brush and sample some

    places next to the problem areas. This can be

    done around the far cliff and the vegetation on

    the beach, which looks a bit too big (Fig.24).

    Time to add a bit of fun to the image! Its a

    shame to create such a nice place and have

    nobody to enjoy it, right? So lets bring in a

    couple of human elements to add a bit of life

    to the image not to mention scale and a bit

    of a story. People love to see environments

    populated, and a detail like this can make your

    image more appealing (Fig.25). The tiny boat

    on the left really looks great, and helps the

    composition too.

    Speaking of composition, there is one last thing.

    When I do a Vue render, I tend to render a

    bigger area then I initially intended, just to get

    more space to play with. In terms of this image,

    I think cropping the image will make it look a

    bit better. So after adding a bit of chromatic

    aberration, and de-focussing some areas, I crop

    the image and its done!

    This concludes the first tutorial about Vue

    environments. If you got this far it must have

    been a pretty interesting read, so if you have

    any questions feel free to email me. Cheers!

    Alex PopescuFor more from this artist visit:

    http://www.alexpopescu.net/

    Or contact them at:

    [email protected]

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    Vue Masterclass Chapter 01: The Bay

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  • the reef

    02

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    Vue Masterclass Chapter 02: The Reef

    www.3dtotal.com Chapter 02

    Chapter 02 - The Reef Software used: Vue

    IntroductionFor the second part of the Vue environment

    tutorial series I have chosen a beautiful and

    interesting subject matter: a coral reef. I think

    everybody can enjoy a nice underwater scene,

    and Vue is great at allowing you to create

    wonderful results in a small amount of time.

    The quality of the resulting image depends on

    creative choices rather than the technical side

    of things. That is why there will be a couple

    of steps where I will take some decisions that

    might seem strange but are actually just ways

    of simplifying the workflow and getting faster

    results.

    After doing a bit of research online looking at

    underwater photography, the ideas will start to

    flow and an image will start to form in your head.

    For my image I will try to combine two things:

    a deep underwater canyon or cave, which

    conveys a sense of mystery and scale, and a

    beautiful coral reef, with its amazing colors and

    shapes.

    The Terrain Once I have a clear idea of what I want to build

    I can get to work. The first natural step would be

    to start building the terrain so I can set up the

    camera and choose a composition I like. Given

    the fact that I want to create an underwater

    canyon and have a good sense of scale and

    depth, I am going to need a terrain that has a

    lot of big shapes which will create my depth, but

    also a lot of tiny details. This means we will most

    probably use a procedural terrain that combines

    two types of fractals, one for our big shapes and

    another one for creating the details.

    The usual approach for creating the terrain

    would be to build the canyon from the beginning.

    But because I want a lot of detail and shape on

    my canyon wall, a standard approach in Vue

    would make this a difficult task. I want to be as

    efficient as possible, so I choose to do it in a

    different way. I will create a regular procedural

    terrain then I will build my canyon walls by

    rotating it 90 degrees. I can even duplicate

    the same terrain a few times, because the

    perspective I will be using will allow me to do

    this without the viewer noticing the repetition.

    Lets start creating the actual terrain. As I said I

    am using a combination of two fractals: a terrain

    fractal and a basic repeater. The basic repeater

    is creating my big shapes and I am using a

    multiplier filter to exaggerate those, while the

    terrain fractal will give me all the tiny details

    and shapes I want for the close-up. The two are

    combined using a blender node. Note that the

    Zero Edges option is turned off (Fig.01).

    When I am happy with the general shape of the

    terrain I need to make sure to go to the objects

    scale and set the values to match a real world

    scale. This will save a lot of trouble later when

    setting up the atmosphere and vegetation.

    Creating The Layout First of all I need to choose a format for my

    image. Because I want to create a canyon it

    seems wise to choose portrait format as it I will

    give enough vertical space to show the depth

    of my environment. Given the fact that the

    image is being created for a magazine I choose

    a standard paper vertical format. The camera

    is a pretty wide one (24 mm) so I can fit a lot

    of elements in the foreground, while creating

    a strong perspective as the canyon fades into

    the distance. For both sides of the canyon I use

    the same terrain and just rotate it 180 degrees

    so there isnt any repetitions After playing a bit

    with the camera position, this is what I decide on

    (Fig.02).

    Setting up the Lighting and Atmosphere This is probably the most important part of

    creating a good environment. If the lighting

    setup doesnt work then your whole environment

    will not be believable. That is why I suggest

    taking a bit of time to study the reference

    images you have gathered, and trying to

    replicate a lighting setup that you like. Maybe

    its obvious but for an underwater setup (in

    most cases) you need to start with a top light

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    so I move the sun to a position that will create

    some nice shapes on my cliff walls, illuminating

    everything from the very top. Of course to make

    it interesting its not exactly on top of my cliffs

    but in a position that will mean the right wall will

    mostly be in shadow, and that there will be more

    highlights on the left wall.

    Now we reach a point where I make an

    interesting decision. I am creating an

    underwater scene, but do I actually need the

    water? In this case the answer is no. This

    would only increase our render time and we

    wont really feel the difference because of the

    depth we are at. If it was a shallow water scene

    caustics would create a nice lighting effect, but

    there is no need for something like that in our

    case. This is a decision you can make based

    on studying reference photos and deciding

    what works best in your case. So instead of

    water I will just set up my atmosphere so the

    scene looks deep under the sea. Here are my

    atmosphere settings (Fig.03).

    The First Render Its then time to start testing the scene. In the

    light setup I do a lot of fast test renders to

    get the look I am after. When setting up the

    atmosphere the render preview window is a

    great help because it refreshes every time you

    click on it, even when you are still playing with

    the sliders. To get a better idea of the overall

    look I would not recommend rendering with the

    default material. It can behave strangely in the

    light setup and once you switch on your final

    materials the light setup wont work anymore.

    Always use a simple material that is close to

    what you need in the end. That will give you a

    better idea of how it will behave in your rendered

    scene. In this case I just choose Orange rock

    from the default rock materials. Here is the

    result of my render (Fig.04).

    Building The ForegroundAt this point I am getting anxious to start work

    on the coral reef. I know it is going to be a bit

    of a challenge and that the image depends on

    it, so I go forward with it. The plan I have is to

    create the coral structures from Vue rocks with

    interesting displacement materials. The good

    thing about an environment like this one is that

    you will get away with a lot of cheats, because

    the regular viewer is probably not an expert

    diver. So rather than creating an exact realistic

    type of coral, what you need to do is convey the

    idea of a coral reef as this is enough to make it

    believable. So I start by setting up the rocks to

    get a nice layout. I use different sizes and rotate

    them around until I am happy with what I can

    see through the camera (Fig.05).

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    Then I start working on the coral material. The

    first attempt is very straight forward. I choose

    one of the Vue preset rocks as a base (the sick

    rock). Then by changing the color and activating

    the displacement with a high enough value I

    get very interesting results. This is the beauty

    of Vue; you can get great results in a very short

    amount of time (Fig.06).

    To see how things are looking I need to look at

    it again through the camera. I am not trying to

    create a realistic type of coral because I dont

    really have to. An object that gives the right idea

    will do the trick. So at this point my corals might

    look weird, but keeping the whole environment

    in mind I am pretty confident that its going to

    work (Fig.07).

    Improving The Reef I am happy with the base of the reef, but it id

    going to need a lot more work to get it to the

    point I want it at. First I start to add vegetation.

    In the Vue presets you can actually find pieces

    of coral. They look exactly as you would expect

    coral to look and they will help me sell the

    environment. They look nice placed around and

    with a few changes to the color I am getting nice

    results (Fig.08).

    The look of my coral material is still a bit off. I

    feel the light interaction is not good enough. Im

    not getting the organic feel I want. But its easy

    to change that in Vue. Just activate the sub-

    surface scattering (Fig.09).

    I am probably going to need a bit more light

    to take advantage of the new translucent

    material. That is why I add another light source,

    a point light set up to give me exactly that:

    some specific light on the foreground coral reef

    (Fig.10).

    The light coming from the point light is set up

    to attenuate very fast, so it doesnt affect my

    overall top light setup. Here is a render of my

    coral reef after all these changes (Fig.11).

    Adding The Ecosystem Now that I have the foreground corals sorted

    I need to start to think about the mid-ground. I

    use a few Vue default plants and I start adding

    them on the canyon walls. For the coral I am

    changing the color from time to time to make

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    the image look more varied. In this type of

    environment you should vary the color as much

    as possible, to create a natural look and feel.

    If some colors are going to be too out of place

    they can easily be taken out in Photoshop

    (Fig.12 13).

    Balancing The ImageAt this point I feel my elements are pretty much

    there, I just need to balance everything. I add

    coral structures on the right wall and a couple

    of extra lights to make them pop out a bit more.

    I also feel the rock texture is a bit too light and

    clean, so I change that material for something a

    bit darker looking.

    Rendering The ImageNow I am ready to start the final render. Again

    I cannot stress enough the importance of

    rendering extra passes that can be used in the

    post-processing of the render. The Z-Depth

    pass, the direct light pass, the shadow pass

    and masks for the separate objects are always

    useful. Up to now the render settings have been

    low so I dont waste the time on test renders.

    Now its time to boost the render settings a bit to

    get the best results. Here is my final Vue render.

    It produces interesting results but it still needs

    some love (Fig.14).

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    Vue Masterclass Chapter 02: The Reef

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    The Photoshop Process As I said in the first tutorial, the final Vue render

    shouldnt be considered the end of the work.

    There are a few more steps to be taken until the

    image can be called finished. In this example,

    the whole scene is created around the illusion

    of being underwater. That is why the most

    important extra pass that Ive rendered is the

    depth pass. With this one I will be able to control

    the depth in the image and tweak it to a point

    where I am happy.

    Using The Z-Depth Pass The first thing I am going to do after getting the

    render in Photoshop is use the Z-Depth pass

    to get the look I am looking for in the water. In

    our render as we move further into the distance

    the water is getting darker. I want to create an

    image with a bit more of a tropical look, where

    the water gets lighter in the distance. But there

    is no need to do that in the render; I want to

    keep my lighting as it was. So what I do is use a

    color corrected depth pass as a mask for a solid

    color with the value I want for the distant water.

    Here is the result of that on top of the render

    (Fig.15).

    Color CorrectionsUsing the object and ecosystems masks I

    rendered, I play a bit more with the colors in

    my image. The most obvious change is in the

    mid-ground where I have changed the colors

    of some of the corals to make them a bit more

    obvious. I really like the way the yellow corals in

    the foreground look. I should have made more

    of those (Fig.16).

    Enhancing The Lighting The image is looking good, but the top light I

    created at the beginning doesnt look powerful

    enough. Because we have it as a separate pass

  • page 20

    Chapter 02: The Reef Vue Masterclass

    www.3dtotal.com Chapter 02

    we can enhance it. Fig.17 18 shows the direct

    light pass and the image after it is applied in

    screen mode on top of our current image. This

    already feels very good.

    The Finishing Touches The last things that needs to be done is to

    exaggerate the way the light behaves in our

    environment and add a bit of life to it. To

    make the lighting a bit more interesting I use a

    gradient from top to bottom, where I overexpose

    the top and darken the bottom. I also add a few

    schools of fish around the corals and a diver in

    the distance. I make sure that the size of the fish

    and the diver work well with the size I want the

    environment to look.

    As always the last tweaks are adding a bit of

    lens blur because in underwater photography

    the result is rarely extremely sharp. I also

    add a bit of photographic grain and chromatic

    aberration. The result is a beautiful underwater

    illustration, with enough interesting elements to

    make it eye-catching for the viewer (Fig.19).

    Thank you very much for reading this article and

    I hope you found it an interesting and visually

    entertaining read. For any questions about the

    tutorial please drop me an email.

    Alex PopescuFor more from this artist visit:

    http://www.alexpopescu.net/

    Or contact him at:

    [email protected]

  • the cave

    03

  • page 23

    Vue Masterclass Chapter 03: The Cave

    www.3dtotal.com Chapter 03

    Chapter 03 - The Cave Software used: Vue

    IntroductionWhen I first started this series and was thinking

    for subjects for each of the tutorials, I tried to

    think of challenging environments and unusual

    setups that would push our skills. I think that is

    what this chapters tutorial is going to do. The

    subject is a very complex one: a cave.

    There are so many things you need to take

    care with when dealing with such an unusual

    type of 3D environment, from complex lighting

    to complex terrain and materials. That is why

    I will be concentrating more on the techniques

    used to approach this challenge. Some of

    the most interesting points will be the use

    of Hyperterrains, Hyperblobs and unusual

    ecosystems. So lets get to work.

    The Terrain As always the project starts by looking for

    reference images. There is a lot of cave

    photography on the web and the subject is

    very complex. I decided to go for an open cave

    because I felt it was a bit more interesting to

    combine the usual light in an underground cave

    with an over-exposed gateway to the outside

    world.

    The first thing was to start building the cave

    walls. I used the same approach as in my

    previous tutorial creating the walls as separate

    terrain object rather than having one big single

    item for everything. This way I was able to keep

    the control I was going to need. In the terrain

    editor I used a technique that should already be

    familiar to you guys: combining two fractals, one

    for the large shapes and another for the finer

    details (Fig.01).

    Then I adjusted the size to fit the scale of the

    scene I was thinking about. I used the same

    technique to create the wall on the left and

    right. Remember to add a back wall behind

    your camera, otherwise you will get unwanted

    light coming from behind (unless you are

    actually looking for that). For the ceiling I used

    an inverted terrain, with a sculpted entrance,

    rotated 180 degrees (Fig.02).

    Creating the LayoutI did spend a bit of time thinking about the

    format of the image. I started exploring the

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    Chapter 03: The Cave Vue Masterclass

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    landscape for options. Quickly I came to the

    conclusion that a vertical format would create

    a more interesting viewpoint. I wanted to

    show some stalactites and stalagmites, so it

    would need to show both the floor and ceiling.

    I also wanted to see some nice walls that

    demonstrated some depth. I concluded that a

    vertical format would suit this better. For the

    camera I used a 24mm lens.

    As I wanted the cave to be open at one end I

    retained an opening at the back of the cave. I

    also decided to have a bit of water at the bottom

    of my cave to get some nice reflections. Here

    is my viewport with my cave walls in place

    (Fig.03).

    Setting up Lighting and Atmosphere This time the lighting setup was very

    experimental. I wasnt sure what I was looking

    for because a standard atmosphere setup was

    not going to work. So I used the sun and the

    Vue atmosphere setting to get the dark mood

    and then decided to use extra lights for my

    environment.

    For an environment like this one, the lighting

    process should be a flexible one. You should

    create a basic setup and then start building

    your scene further using the simple lighting.

    Then once youre happy, refine it by adding

    some extra lights. Here is my atmosphere setup

    (Fig.04).

    As I said I just used something simple to light

    the scene at this point. I just added an extra light

    outside my cave; a very powerful one that would

    create some highlights and shadows all over the

    terrain. I chose the position of the light by doing

    lots of fast renders until I was happy with the

    light and shadow shapes on the walls.

    Use a simple material for the terrain, because

    at this point you just want to get a feel of the

    place you dont want to wait too much for your

    renders. I went with the brown rock from the

    default rock presets. Here are two renders, one

    just with the sun light and another one with the

    added outside light (Fig.05).

    HypertexturesAt this point we are getting to one of the main

    topics of this tutorial. We are happy enough with

    our lighting setup to start worrying about the

    rocks themselves. Of course there are many

    ways of building the cave walls, but Vue allows

    for a very interesting and effective method:

    applying a solid volumetric texture to the terrain.

    The subject is very big and interesting, so I will

    just explain what I used for this scene, although

    I do encourage you to read the section in the

    Vue manual that covers Hypertextures and

    experiment with them. There is also a lot of

    information on this online to help you get to grips

    with them.

    The first thing you need to do is to go to the

    Material Editor and activate the Volumetric

    material option. Then choose Hypertexture

    material in the dropdown menu. For the density

    distribution I chose one of the preset terrain

    fractals, a bumpy rounded one. Note that the

    Use Distance field option is activated. For

    details about all the volumetric settings please

    check the Vue manual. In the Hypertexture

    tab choose the material you would like to use

    (Fig.06).

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    Vue Masterclass Chapter 03: The Cave

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    Here are two renders of my left wall, with and

    without the Hypertexture material. The amount

    of detail is impressive and the render time is

    going to stay low. This method is actually a lot

    faster than a displacement approach. Keep

    experimenting with different density productions;

    the results will be very rewarding (Fig.07).

    Metablobs and HyperblobsSo our cave walls are looking interesting with

    our cool hypertexture material. But what about

    some interesting features for our cave? We

    could start with some stalagmites. Again there

    are a few ways to approach this, but I am going

    to talk about one that allows for a lot of creative

    freedom, and gives fast and powerful results.

    Metablobs are created by combining primitive

    objects as if they were gooey blobs. So start

    by building the overall shape of your stalagmite

    using primitives: spheres, cones, cylinders,

    whatever you want. Then select them and

    activate the Metablob option. Use the sliders

    to find the exact shape you were looking for.

    If needed, go back and adjust the position of

    your primitives until you get the desired result

    (Fig.08).

    Now that we have the overall shape of our

    stalagmite, how about using the same process

    we used for the walls to get all the detail? Apply

    a Hypertexture material to your stalagmite and

    be amazed by the really quick result. You can

    then easily save your Metablobs as a .vob file

    and import them into your scene (Fig.09).

    Hyperblobs in principle are Metablobs with

    a Hypertexture applied. Starting from Vue 9

    you have the option to do this when you go

    for the Metablob option, by right clicking on

    it. The result is the same. After adding a few

    stalagmites all around, my image looked like this

    (Fig.10).

    Adding the Ecosystem As we know, a cave is not a barren place. There

    are many living organisms all around. However

  • page 26

    Chapter 03: The Cave Vue Masterclass

    www.3dtotal.com Chapter 03

    this time the ecosystem engine will be used in a

    unique manner. I like the stalagmites I created,

    but it would be a bit of an effort to create all the

    stalagmites and stalactites we find in a cave

    one by one. So why not distribute them using

    an ecosystem approach? It gets even better.

    You can use the plant editor to create the

    stalagmites and stalactites. You should always

    try to find interesting solutions to the problems

    you encounter when dealing with a complex

    environment like this one. Here is what I did.

    First I created a default tree and went into

    editing mode for that object. By altering the

    settings you can make it look very much like

    a stalagmite. Then you change the texture for

    the bark to a rock material with displacement

    applied. Dont forget to do that because you will

    not be able to change it later (Fig.11).

    Once I was happy with the look of my new

    stalagmite plant it was time to save it so I could

    use it as a plant species in the ecosystem.

    This time I used a global ecosystem, because

    I wanted to paint stalagmites and stalactites all

    around, not on a single object. In the ecosystem

    I loaded my stalagmite species and started

    painting. Be careful with the scale as you want

    to keep a natural variation in your environment.

    The result is quite nice isnt it? (Fig.12).

    Balancing the Image As I felt that my main elements were in place,

    this is the point where I started to get everything

    the way I wanted it to be for the final image.

    So I changed the stalagmites that didnt feel

    quite right, added extra lights, and tweaked the

    material and even the camera position! Its a 3D

    environment so you can do this kind of thing.

    Once you are happy with everything, go for the

    render.

    Rendering the Image After doing the final tweaks to your scene and

    once youre happy with your test renders, go

    for the final one. Remember to activate the

    Multi-Pass Rendered option to get all the utility

    passes you will need in the post-processing.

    The z-depth pass is my favorite, but you will

    need the direct light pass from your extra lights,

    the object masks and the specular mask etc.

    Here is what I got. It was not massively photo-

    real, but I had most of the elements I needed to

    create what I wanted (Fig.13).

    The Photoshop Processing The image might feel very strange at this point.

    That is because I kept some important steps

    in mind while I was working on it. Because I

    had all my extra passes I could do some big

    changes without wasting time rendering. As

    always, if I did run into trouble and felt like I

    needed to make a change to the 3D scene and

    a new render I wouldnt hesitate to do so, but

    its good to stop the 3D process at some point

    and evaluate your options in terms of post-

    processing. You might have a nice surprise.

    The Extra Light When looking at my render I felt that my

    stalactites were still a bit too dull, even though

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    Vue Masterclass Chapter 03: The Cave

    www.3dtotal.com Chapter 03

    I added some extra light on them. So by using

    the direct diffuse light pass I enhanced their

    highlights, and with a mask chose only the

    areas I wanted this to effect. Because I liked

    the look of it I actually considered pushing this

    forward and trying to sell the idea of a second

    light source behind the camera. This way, I

    would have been able to create an environment

    appearing to contain two light setups: an interior

    one in the foreground and an exterior one for

    the background (Fig.14).

    The color correction Its a lot easier for me to work with shades of

    blue in Vue because the physical atmosphere

    is like that. But now I tried to change the hue of

    my render to something I felt would work better

    because this is something you can do really

    easily in post-processing. I didnt really worry

    about this while I was creating my Vue scene.

    Of course when changing colors I also used

    the z-depth pass to add some colored haze in

    the distance. The z-depth was also used for the

    exposure corrections, which helped me to get

    the feel of an overexposed exterior in the back

    of the cave. I also used the water surface mask

    to show the color I added to the background.

    Here you can see the color corrected image

    (Fig.15).

    Going Back to VueAs I said, there is no shame in going back to

    Vue to change a few things. I wasnt very happy

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    Chapter 03: The Cave Vue Masterclass

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    with the way my stalagmites were shaped or

    with the shape of the entrance to the cave. After

    doing a new render, here is what I had (Fig.16).

    Finishing Touches In the end I like to spend a bit of time trying

    to get a more photo-real look by adding some

    effects like glow, chromatic aberration or a bit of

    defocused dirt on the camera. To help the scale

    I also added a human figure in the background,

    where I used to have a stalagmite. Color wise,

    after studying some more references, I decided

    to change the pallet a bit (Fig.17).

    A Big Change at the End After not touching the image for a couple of

    days I looked at it again and something was

    still bothering me. I felt I didnt capture that

    excitement that would come with a place like

    this one. So I sketched the top of my image and

    came up with a new idea for the shape of the

    entrance. I made the modifications and voila! I

    also decided to flip the image so the cave was

    on the left of the scene (Fig.18).

    Alex PopescuFor more from this artist visit:

    http://www.alexpopescu.net/

    Or contact him at:

    [email protected]

  • river valley

    04

  • page 31

    Vue Masterclass Chapter 04: River Valley

    www.3dtotal.com Chapter 04

    Chapter 04 - River ValleySoftware used: Vue

    IntroductionIn the fourth part of the Vue tutorial series,

    I decided to go for a winter scene. The cold

    months are coming and a lot of people will be

    thinking of creating wintery scenes. This article

    will give you an idea about the way to approach

    such an environment, and how to get a beautiful

    result out of a mostly monochromatic situation.

    Because wintery scenes offer very little by way

    of color variation, I chose to create a scene set

    at a time of day when the sun is at a low point.

    This is to benefit from the contrast of the really

    cold shadows, and the powerful warm colors in

    the highlights.

    This tutorial will not be an extremely technical

    one, but again, a great example of using fairly

    simple elements to create visually stunning

    results. I will focus on the important steps

    that make all the difference in the final image,

    pointing out the reasons behind the creative

    choices I make.

    The Terrain So the idea of this image is to create a beautiful

    large river valley in Winter. I am not planning

    to show the mountains close up, so I am not

    looking to create anything incredibly specific or

    highly detailed. I am concentrating however on

    the overall big shapes, because I would like a

    nice big cliff reflecting on the rivers surface.

    Fig.01 shows the procedural terrain I will be

    using for the main cliff.

    Choosing the layout In terms of layout I am thinking about working

    in landscape, showing the wide valley in all its

    beauty. Because it is a river shot I thought it

    would look cool if we could get really close to

    the waters surface, with the camera almost on

    the water (Fig.02).

    At this point though I am not thinking about

    the river itself, I just need to find a good

    composition.

    Setting up the LightingAs far as the lighting goes, as I said earlier the

    idea would be to try to combine some warm

    and cool colors, even if this is a winter scene.

    To achieve this I will lower the position of the

    sun until most of the scene is in shadow which

    means I get some nice highlights on the tall

    mountains.

    I will not be adding any clouds as I like the idea

    of a clear cold winter sky. In Fig.03 you can see

    my atmosphere settings. Notice I am not using

    a lot of haze, because at this point I want a

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    Chapter 04: River Valley Vue Masterclass

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    crisp and clear feel to the atmosphere. At a later

    point I will be adding some light floating fog on

    the waters surface, and use the haze to create

    more depth in the image, but for the moment we

    will work with a clear atmosphere.

    Creating the riverTo create the river, I opened the terrain editor,

    and activated the show entire scene option. This

    way I can see the position of the camera on my

    terrain, and sculpt the river in without having to

    change my camera position or general layout

    (Fig.04).

    After adding some basic materials to the terrain

    and water I come up with something that looks

    like Fig.05.

    Adding out of frame elementsRight now I have what I wanted, a big shadow

    area and highlights on the mountains. But the

    highlight area is way too big for what I had in

    mind, so I needed to do something about

    that. The solution is to add a mountain behind

    the camera, so it can cast a shadow on the

    mountains that are in frame. This is a very good

    example of additional elements outside the

    image frame, which do have a very important

    role in making the space read better and help

    convey an idea (Fig.06).

    Building the materials The materials we used to set up the general

    layout served a purpose, but now I have to go

    in and tweak them to get closer to the image I

    had in my mind. In this case, the material for the

    river is more important than for the mountains,

    because it is much closer to the camera.

    I want the rivers surface to look frozen, so I will

    make it completely reflective. By using a noise

    function as a displacement map and tweaking

    the values I get what I want. For the mountains I

    am using a tweaked default material (Fig.07).

    I separated the ground from the mountain

    by duplicating the terrain and keeping what I

    needed from each of the copies. I also refined

    the mountain layout which definitely helped

    improve the image as you will see in (Fig.08).

    Adding the river rocks This is the perfect moment to work on the

    shore of the river, because it looks really bad.

    I will be adding a lot of rocks around, even in

    the foreground so it further sells the idea of a

    mountain river.

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    Vue Masterclass Chapter 04: River Valley

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    I am using a couple of default Vue rocks, which

    I copied and rotated lots of times until I was

    happy with the general layout. An interesting

    thing about the rocks is the material that I

    used. Even though they are very small objects,

    you can still use the material distribution to

    create nice effects. So I used a mixed material

    with altitude control to add snow on the top

    of the rocks. Given the fact that they are so

    close to the camera, it was a good idea to use

    displacements for the materials (Fig.09).

    Fig.10 shows how the scene looks now that we

    also added the rocks in the river. I think this is

    another really good step forward.

    Adding the vegetationFor the vegetation, given the fact that I am

    creating a mountain valley, I will be using some

    evergreen trees as the main element. The tree

    of choice will be a Blue spruce this time. For

    the distribution I will use the ecosystem painter,

    because it allows me a lot more control on the

    layout of the vegetation. I spent quite a bit of

    time on this, adding other plants also, keeping

    in mind the scale I need to convey when adding

    each element. You can also use the scaling tool

    to try different plant sizes (Fig.11).

    Fig.12 shows my image with all the vegetation

    elements added.

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    Chapter 04: River Valley Vue Masterclass

    www.3dtotal.com Chapter 04

    Adding the low clouds Because the image looks a bit too clean I will try

    to get in some more atmospheric effects, using

    some low altitude clouds. For this I will start

    with a default type of cloud, the Simple diffuse. I

    modified the settings to make it look less dense,

    then duplicated and rotated it around until I was

    kind of happy with the result (Fig.13).

    In Fig.14 you can see my render after

    adding the clouds.

    Rendering the image As I said in the previous tutorials, the final

    render from Vue is not the final step. We

    still need to do a more color corrections and

    atmospheric adjustments until we can call this

    done.

    Because I wasnt completely sure about the

    shapes of my low altitude clouds, I decided to

    render two versions, one with and one without

    so I can see what is needed.

    I activated the multipass render option and

    chose all the elements that might be useful, and

    hit the render button (Fig.15).

    Color correctionsThe first thing I did after bringing the render into

    Photoshop was to use the masks to do some

    color corrections on the different elements.

    So I changed the water and the sky a bit, but

    most importantly the very bright values in the

    snow. I felt those were a bi to overexposed, so I

    toned them down and made them a bit warmer

    (Fig.16).

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    Vue Masterclass Chapter 04: River Valley

    www.3dtotal.com Chapter 04

    Using the Z-depth pass for fog layering You may have noticed by now that one of my

    favorite extra passes is Z-depth. There are

    so many way to use it, its amazing. This time

    I select my canvas, copy the Z-depth pass

    into the clipboard (ctrl+c) and then paste it

    into a new channel. Then, by ctrl+clicking the

    newly created channel we get a selection that

    I will use as an alpha mask on a solid color.

    This will be my new fog. I will duplicate the

    solid a couple of times, and on each of them

    individually I will color correct the mask to isolate

    the influence area (foreground, middle-ground,

    background, etc). Here are some examples

    of alpha masks and the result on my image

    (Fig.17).

    Adding the clouds I still wasnt very happy with the clouds so I went

    back to Vue to move my clouds around a bit. I

    then placed the render on top of my cloudless

    render, but underneath the color correction

    and depth fog layers, created an alpha mask

    and made it black. By painting with white in the

    mask I revealed the clouds only in a few places.

    Fig.18 shows the image when I was happy

    with it.

    The finishing touches The last thing I had to do was to add a bit of

    lens blur to the background, a bit of chromatic

    aberration and some grain. I thought that adding

    the moon to the sky would make an interesting

    element. Then I cropped to a wider format and

    saved an image I was happy with (Fig.19).

    I couldnt stop wondering how it would look if the

    image were less exposed. So I deactivated the

    Automatic exposure and Natural film exposure

    in the Post Processing options of Vue, and used

    that as the base in my Photoshop file. The result

    was more than satisfying, because it was more

    moody and mysterious (Fig.20).

    This concludes the last tutorial of the series. I

    hope you enjoyed them because I have tried

    to choose original and interesting subjects,

    which would push the readers Vue skills

    both on a technical and artistic level. If there

    is one thing that people should remember

    from these tutorials it is to know how to split

    the work between Vue and post processing.

    Efficiency is one of the most important aspects

    of production and when working with large scale

    environments, knowing how to get the best with

    as little effort is crucial. Thank you very much for

    your time, and have fun in Vue!

  • Alex PopescuFor more from this artist visit:

    http://www.alexpopescu.net/

    Or contact him at:

    [email protected]

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