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hdim_realistic_bark [2017/05/19 16:34]
hdim_realistic_bark [2021/04/27 09:19] (current)
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 +====== 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 |}}
 +
 +  
 +