Landscape - Forest

Mindwatering Incorporated

Author: Abigail Black

Created: 04/08/2020 at 01:25 PM

 

Category:
Animation
Blender

Required Materials:
Leaves Images : tree leaf w/transparent background, fern leaf w/transparent background, grass bunch w/transparent background
Tree bark: diffuse, normal, roughness
Ground: diffuse, normal, roughness
Background image: Forest at ground level
Rock: diffuse, normal, roughness

Required Addons:
Sapling Tree Generator
ANT Landscape

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Open Blender
Delete all objects in load file

Shift+A -> Mesh -> Plane
Go into Edit Mode
W -> Subdivide -> 40
Go into Object Mode
Properties -> Texture -> New Texture
Type = Clouds
Size = 0.87
Properties -> Modifiers -> Displace
Open Texture
Strength = 0.300
Go into Weight Paint Mode
Weight = .5
Paint in big splotches
Properties -> Object Data
Click Vertex Groups + twice
Name: Grass, rock, ferns
Weight paint rock placement
Weight paint fern placement

Go into Object Mode
Properties -> Scene Collection -> Add Collection -> Name "trees"
Shift+A -> Curve -> Tree gen
Create desired tree
Repeat 5 times with unique trees
Select tree -> Object -> Convert To -> Mesh from Curve
Repeat with each tree

Properties -> Material -> Add Material -> Name "bark"
Shift+A -> Input -> Texture Coordinate
Shift+A -> Vector -> Mapping
Shift+A -> Texture -> Image Texture (x3)
Shift+A -> Color -> Hue Saturation Value
Shift+A -> Vector -> Normal Map
Shift+A -> Shaders -> Principled BSDF
Shift+A -> Output -> Material Output

Texture Coordinate UV output to Mapping Vector input
Mapping -> Scale X/Y/Z = 30.000
Mapping Vector output to 3 Image Texture Vector inputs
Image Texture 1 -> open files -> open bark diffuse image
Image Texture 2 -> open files -> open bark roughness image
Image Texture 3 -> open files -> open bark normal image
Image Texture 1 Color output to Hue Saturation Value Color input
Hue Saturation Value Color output to Principled BSDF Base Color input
Image Texture 2 Color output to Principled BSDF Roughness input
Image Texture 3 Color output to Normal Map Color input
Normal Map Normal output to Principled BSDF Normal input
Principled BSDF output to Material Output Surface input

Properties -> Material -> Duplicate "bark" material three times
Adjust sliders on Hue Saturation Value node
Apply to trees

Select ground plane
Properties -> Material -> Add Material -> Name "ground"
Shift+A -> Input -> Texture Coordinate
Shift+A -> Vector -> Mapping
Shift+A -> Texture -> Image Texture (x3)
Shift+A -> Vector -> Normal Map
Shift+A -> Shaders -> Principled BSDF
Shift+A -> Output -> Material Output

Texture Coordinate UV output to Mapping Vector input
Mapping -> Scale X/Y/Z = 10.000
Mapping Vector output to 3 Image Texture Vector inputs
Image Texture 1 -> open files -> open ground diffuse image
Image Texture 2 -> open files -> open ground roughness image
Image Texture 3 -> open files -> open ground normal image
Image Texture 1 Color output to Principled BSDF Base Color input
Image Texture 2 Color output to Principled BSDF Roughness input
Image Texture 3 Color output to Normal Map Color input
Normal Map Normal output to Principled BSDF Normal input
Principled BSDF output to Material Output Surface input

Select trees -> G
Position as wanted around ground plane
Alt+D to duplicate

Properties -> Scene Collection -> Add Collection -> Name "rocks"
Shift+A -> Mesh -> Landscape
Operator Preset = Rock
Subdivisions X/Y = 256
Fiddle with settings as desired
Create 3 different rocks

Properties -> Scene Collection -> Add Collection -> Name "brush"
Select grass bunch
Go into Edit Mode
Select face -> G -> shift on X or Y axis so origin point is at base of bunch-> Shift+D -> R Z 90
Go into Object Mode
Select fern leaf
Go into Edit Mode
W -> Subdivide 2 -> adjust vertices for leaf curvature -> move on X or Y axis so origin is at base
Shift+D -> R Z 45
Repeat until fern looks as desired
Go into Object Mode

Select ground plane
Properties -> Particle -> Add New Particle System -> name "grass"
Set to Hair
Number = 3000
Hair Length = .14 m
Children -> Interpolated
Display Amount = 200
Clump = -0.320
Uniform = .100
Strand Shape = 0.500
Diameter Root = 0.1 m
Vertex Group -> Density = grass group
Properties -> Material -> Add New Material -> name "grass"
Shift+A -> Shaders -> Principled Hair BSDF
Shift+A -> Output -> Material Output
Principled BSDF output to Material Output Surface input
Principled Hair Color = grass green
Properties -> Particle -> "grass" system
Material = grass
Add Particle System -> Name "rock"
Render -> Collection -> rocks
Number = 30
Scale = 0.150
Scale Randomness = 1.000
Add Particle System -> Name "brush
Render -> Collection -> brush
Scale = 0.090
Scale Randomness = 0.300
Object Rotation = yes

Properties -> Scene Collection -> Add New Collection -> Name "leaves"
Shift+A -> Image -> Import Image as Plane
Open leaf file
Go into Edit Mode -> select face -> G on X or Y axis so origin point is at stem
W -> Subdivide 2 -> adjust as wanted
Go into Object Mode

Select tree leaves mesh
Properties -> Materials -> leaf material
Shift+A -> Texture -> Image Texture (leaf already imported)
Shift+A -> Shader -> Diffuse
Shift+A -> Shader -> Translucent
Shift+A -> Shader -> Mix Shader (x2)
Shift+A -< Shader -> Transparent
Shift+A -> Output -> Material Output

Image Texture Color output to Diffuse Color input
Image Texture Alpha output to Mix Shader 2 Factor input
Diffuse BSDF output to Mix Shader 1 upper Shader input
Translucent BSDF output to Mix Shader 1 lower Shader input
Set Color to a lighter hue of original image
Mix Shader 1 output to Mix Shader 2 lower Shader input
Transparent BSDF output to Mix Shader 2 upper Shader input
Mix Shader 2 output to Material Output Surface input

Shift+A -> Camera
Use G and R to position camera

Shift+A -> Image -> Images as Plane
Open forest background image
R+X+90
Position and scale behind ground plane so it fills camera

Shift+A -> Mesh -> Cube
S -> 10
Properties -> Material -> Add Material -> name "Atmosphere"
Shift+A -> Shader -> Principled Volume
Shift+A -> Output -> Material Output
Principled Volume output to Material Output Volume input
Adjust sliders as wanted

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