Week 16 + 17: 75% Deadline Rendering + Terrain Look Development

These past two weeks I have mostly focused on rendering, we had a lot of issues to trouble shoot that caused multiple re renders and that took up a lot of my time these past two weeks. I managed to make some decent progress on the terrain’s look development, but I think with a couple more hours of work I can improve the quality a lot before the final renders.

For these last re-renders (for this week’s 75% deadline) I was in charge of all of scene 1 and scene 3’s rendering, along with the 3 fully CG environment shots to turn into comp.

Shot 2D

Shot 2E

Shot 2F

Main Critiques:

  1. Scene in general looks extremely flat (need to work more closely with lighting)

  2. Snow Emission used to fake Subsurface Scattering is a bit too strong, making snow look even flatter

  3. Objects are not causing ambient occlusion on terrain, might be a normal map issue

  4. Need to plug in a realistic tile-able rock texture, just mixing noises is not looking good

  5. Possibly could reframe/re-animate shot 2F

I am no longer creating the texture in COPs, I created this procedural slope mask in material X using the world normal and separating the Y values to create a mask based on the steepness of different areas of the landscape.

Slope Mask Result to Mix Snow + Rock

I also changed the way objects are scattered onto the height field, I now create a mask based on the trees first so I can spawn rocks and shrubs around the trees for more control and realism.

Tree Mask using Height Field Project Node - can project geometry onto the heightfield to create a mask

Around Trees Mask

Scatter Points created from Around Trees Mask

- used for spawning rocks and shrubs

Then, I also made another mask based on all of the foliage, to add some noise to resemble snow piling up around each object.

All Foliage Mask created with Height Field Project Node

All Object’s Border Mask

Changed setting in the Height Field Project

- maximum ray distance ( project based on object distance from heightfield ) decreased to below 1 for only the geometry that actually interacts with the height field

Result of Noise Added around objects based on Previous Mask

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Week 15: Environment Improvements + Optimized Rendering Setup