Archive for Trees, grass

Since I started using 3d trees in my work it also became clear I must use instances as much as possible and for large numbers distribute them using the particle system. I have already written about distributing objects using particles and I think settings in that post still apply to the current Blender version (v. 2.65). This method can be applied to areas of random growing vegetation. You can take this one step further by placing the trees in a precise pattern, something I often use in architectural renderings, for trees in parking lots or rows along a road, but still keeping the random scale and rotation features that come with particles and improve the repetition issues.
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Jan
31

House on the lake – final cut

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This is what finally happened to the dusk image, I tried to address part of the things pointed out in your comments, like I added an area light with a weird color trying to fake the light reflected from the water, and moved camera and trees a bit to give more depth to the image by having something in the foreground. Thank you very much for the input! I don’t have much time unfortunately so I stopped trying to make this perfect (especially as the scene is very slow now), maybe will try some other light conditions and angles when I get to it.
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Jan
13

Currently blending… house+dusk+lake

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I’m still in the “finishing stage” with this one, have been at it for some time and would really want to get on to something else, but I’m very slow at rounding it up – meaning the final color adjustments, maybe some detail twitching, the perfect crop… this is what happens when I’m the “client”! Well, next week I really mean to put this into the gallery and the file on a shelf. These trees are killing me 🙂 I would love to get a bit of feedback!

In a nutshell: since Blender 2.59, objects in groups used with particles have global x axis aligned with the emitter surface normal.

Featured image is a detail from my current lakeside house project.
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Nov
10

Future developements

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I thought I could post my progress on the Future competition image. I managed to spend some time on it today but only on the nature part of it. I found a sky image I really liked, edited it a bit so it would fit the background and set up the lighting with Environment light -> sky texture. Added one point light for now, I will fiddle with lights more if needed when I make the interior.

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