====== Creating Realistic Bark ====== \\ ===== Extra Tips ===== \\ {{ :blurres.jpg?nolink |}} \\ \\ Now that you have PBR at your fingertips: these are some helpful tips for rendering beautiful organic looking barks for your trees. ---- ====== Artistic Direction ====== ---- This section is highly subjective to the artist. Our new SpeedTree 8 library includes many different options and multiple maps to choose front. Here are some basic set ups that will help with quick tweaking: \\ \\ ** Flaky Bark** * use a [[fin_generator|fin generator]] * using a tilted height map with displacement ** Rough Bark** * Boost the Normal's contrast * set your gloss levels lower (but keep in mind that gloss also helps show depth). * add displacement * optional: use [[displacement_assets|displacement]] from a height map \\ ** Smooth Bark** * decrease the Normal's contrast * increase the gloss value \\ {{ :lemonbark.jpg?nolink |}} **Ridged Bark** * using [[displacement_assets|displacement]], push the U scale up high with the V scale moderately low * use [[displacement_assets|flares]] * increase contrast of the normal {{ :ridged.jpg?nolink |}} **Wet Bark** * Contrasted normal * boost saturation * increase gloss \\ {{ :pinebarkwe.jpg?nolink |}} **Changing Bark** * use a shell or multiple shell for transitions * use different materials per generator and use the branch blending options \\ {{ :pasted_image_at_2016_07_21_05_36_pm_1_.png?nolink |}} \\ ** Burnt Bark** * remove saturation in the color map * increase the contrast in the gloss for dull and shiny bits to stand out * change the specular to a dark shade * add small amount of metallic value {{ :burnt.jpg?nolink |}}