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+ | ====== Creating Realistic Bark ====== | ||
+ | \\ ===== Extra Tips ===== | ||
+ | | ||
+ | |||
+ | 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' | ||
+ | * 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' | ||
+ | * increase the gloss value \\ {{ : | ||
+ | |||
+ | **Ridged Bark** | ||
+ | * using [[displacement_assets|displacement]], | ||
+ | * use [[displacement_assets|flares]] | ||
+ | * increase contrast of the normal | ||
+ | {{ : | ||
+ | |||
+ | |||
+ | **Wet Bark** | ||
+ | * Contrasted normal | ||
+ | * boost saturation | ||
+ | * increase gloss \\ | ||
+ | {{ : | ||
+ | |||
+ | **Changing Bark** | ||
+ | * use a shell or multiple shell for transitions | ||
+ | * use different materials per generator and use the branch blending options \\ | ||
+ | {{ : | ||
+ | \\ | ||
+ | ** | ||
+ | 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 | ||
+ | {{ : | ||
+ | |||
+ | | ||
+ | |||