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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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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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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:
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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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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
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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:
the cave
03
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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
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Chapter 03: The Cave Vue Masterclass
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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
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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
www.3dtotal.com Chapter 03
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:
river valley
04
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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
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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
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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:
The aim of this 198 page eBook is to provide both an efficient and methodical approach to creating characters that can encompass both organic and mechanical components and equip artists with the knowledge to learn techniques used by industry professionals. The series provides an in depth account of creating a character from the concept and base mesh stages through to the final detailing and high poly sculpt. It will as its subject adopt the theme of an alien humanoid in battle dress, partly clad in armor and carrying weapons.
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Using 3ds Max and Photoshop this eBook teaches you how to create a fantasy scene inspired by real world architecture, and how to correctly and effectively use reference photos of your chosen source of inspiration to get stunning effects quickly and easily.
This eBook provides and instructs a great system to creating 3DStills in the quickest way whilst still getting great results!
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The aim of this eBook is to show and explain how you might tackle rigging your 3D character for animation. The six chapters within this eBook will give help and advice to novices and experts who are looking to build on their rigging skills or approach rigging for the first time. The series gives a detailed step by step guide as to how to approach rigging but also shows us how to tackle common problems and issues that regularly occur even in a professional environment. The artists will be reflecting on working in the industry as well as talking us through their individual approaches to creating the best rigs possible.
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This e-book provides a detailed account of building, texturing and lighting the interior of a Gothic Church based upon a concept painting. The ebook is available in five different platforms. Chapter two however is dedicated to creating a gargoyle in Zbrush the focal point in our scene. Here the author will start by creating a rough body form using ZSpheres and move through the numerous sculpting phases and modeling the details for each part of the character, highlighting the various brushes and tools used throughout.
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