Kerya it’s from DinoRaul, over at rendo, not cheap, but I have to admit I fell in love with them. THere are 11 (I think) variations in tree shapes and some piles of leaves to go on the ground as well. This one is one of the oak trees.
My try at furry material. Sorry for low quality of model. The material consists of 3 layers (each slightly scaled up):
1. solid with bumpmap
2. nearly same as 1 + wider specular halo + stronger specular + 70% transparency - it’s receiving but not casting shadows
3. basic volumetric with density map taken from bump from previous ones
the map is simple fractal noise, with spherical mapping
Raw render and after slight postpro (zoom blur). You can see that the left edge is already fuzzy on non processed image. That’s the effect of dof. In fact it would be possible to change focal point and render the second pass where the right edge would be out of focus, but I decided to use zoom blur that works very nice with any furry object that has spherical mapping mode.
Been mucking around with objects and lighting, only problem I have is the shadow under the monster. infact most of the shadows lol, Any tips?
These two are named defiance...
Tips for shadows:
Make sure the ambient on the ground plane material is set to 0
Makes sure the global Shadow Intensity setting is set to 100 (this is in the Sky & Fog tab and is the second icon along, you can also play with the global ambient colour in the colour palette beneath it). For a slightly more realistic shadow effect, you can also set the shadows to be soft in the sky lab (click the little cloud and rainbow icon in the Sky & Fog tab), under Sun & Moon settings, there is the option to set soft shadows for the sun (from 0 to 100), then in the render options, choose Premium render and click the soft shadows button. This will do as you would expect it to do and make the edges of the shadows soft, blending them into the scene better.
For the missing shadows, check that the models are set to cast shadows (This option is in the materials lab where you will see a little and insignificant inverted triangle button at the top between the material channel settings and the little mini previews of the materials used in the channels). Though to me it looks like your models aren’t actually placed on the ground at the correct distance from the camera and more simply placed in the scene so they look about right. It’s something about the haze that makes it look like this so if that’s the case, you need to go to the Top view and place them in the scene, the correct distance from the camera and then hit the ‘Place on the Floor’ button in the objects sub menu (that’s the bottom one with the little arrow pointing downwards).
Question, Is an imported tree with almost 178k polygons worth it, do you think. Quick render.
It looks like it would be perfect for close up shots. The leaves look great and very detailed, and it would be great for tree dwelling wildlife renders as I imagine the detail is good enough to show in really close, or if the tree was the focal point of the render. As background trees, maybe a bit over the top though.