That rare thing! A weekend in which I'm able to indulge in a lot of Blender. Some Rainbow Six: Siege, also.
True Terrain practice
First, a new beta for World Creator. Horrah! Only my annual maintenance period expired. Boooo!
I wasn't enthusiastic about paying another year. The development of World Creator 3 has been bumpy for me. Where as World Creator 2 was like a therapy. I'd spend an hour making and dressing a place, World Creator 3 is parred back, it doesn't have any of that final stage stuff, so its all about exporting terrain for working on else where.
However, True Terrain is a game-changer. It's able to generate materials that scale effectively, it uses adaptive subdivision to give that foreground area incredible details. So, WC3 is definitely going to get some use.
On Sunday, I bought another year's maintenance fee -giving me access to the new beta. It's going in a wild new direction. Simulation driven errosion/sedimentation. |
World Creator 3 -> Blender -> True Terrain -> True Sky |
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The default render sample setting is far too low. That's why it looks muddy/noisy. |
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This marrying up of close-up and far away, without a lot of staging is why I love this workflow so much. |
Big Rig Progress
I'm still working on the Big Rig.
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Applying the first layer of materials. Changing out stuff that wasn't working |
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New tanks |
I'd make a right mess of the UV on the reaction mass tanks. I decided it was easier to rebuild then with cleaner UV.
I then decided that I'd have slightly different tanks across the ship. A break in symmetry that, I think sells the idea that this is a really big thing, not an appliance. Big things tend to have slighly more inconsistency as parts are chopped and changed. I ended up going back to the nicely rounded caps, while keeping the inproved panelling (displacement maps).
I've been trying test renders using three appoaches:
Native Blender (bottom) - that one's a bit flat but it is quick.
True Sky - Rich and pleasing, though a bit complex and I had a bad system hang when changing to it while in viewport render mode.
Physical Starlight and Atmosphere - Crisp, simple and realistic. In this setup, a bit overexposed.
There's a use for each setup. I like PSA as a starting point as it's realistic and usually makes a scene look better. I think True Sky is a bit more fiddly and produces richer, more complex lighting. Base blender is still pretty good. You'd just need to invest a lot more time and have a lot more knowledge (than I have) to make it sing.