3D Environment MasterClass VOL. 3 | DETAIL is Photorealism

pwnisher123 minutes read

The speaker is currently working on rendering a two-part project, with the first part done and the second part, involving a sewer system, in progress. They highlight the need for more work and encourage viewers to join Discord for updates and submit their final work once, offering advice on render times and options like render farms.

Insights

  • Participants in the CG Live Livestream's Alternate Reality CG Challenge focus on replacing characters and environments in animation without altering camera angles or character positions.
  • The host, engaged in creating a sewer system texture for the challenge, spent over 12 hours processing outdoor images in Photoshop to achieve reflective and rough areas.
  • Detailed instructions on creating custom textures in Photoshop and Cinema 4D, including generating normal maps, adjusting specular and roughness channels, and optimizing texture usage in Octane render, are shared.
  • The individual leading the livestream emphasizes the importance of creating a detailed, dirty environment with elements like mud, foliage, garbage, shrubs, and plants, providing insights on distribution techniques using Octane Scatter and creating realistic textures through careful adjustments and experimentation.

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Recent questions

  • How are custom textures created?

    Custom textures are created by merging images in Photoshop using the automate photo merge option. Images taken on an iPhone are edited in Lightroom to ensure straight lines for proper merging. A normal map is generated in Photoshop using the filter 3D generate normal map option, with details on adjusting settings for desired effects. Tips for creating specular and roughness channels in Cinema 4D are shared, along with suggestions for optimizing texture usage in Octane render by efficiently using black and white textures.

  • What elements enhance a sewer scene?

    To enhance a sewer scene, consider adding pipes, tunnels, and visual contrasts like robots or cars. Use topography to create gutter-like polygons for corner details, adding textures like mud and rubble for a slimy, wet appearance. Experiment with different textures and displacement settings to achieve a realistic, gritty look in the corners. Incorporate subtle displacement effects to create small, realistic bumps in the ground texture. Adding plants and shrubs down the middle of the scene can mimic real-life environments and enhance the overall look.

  • How are shrubs and plants distributed?

    Shrubs and plants are distributed using Octane Scatter, with settings like 100 count on the corner surface and a random effector for natural rotation. Adjust scale and rotation for varied appearances, experimenting with seed values for random distribution. Troubleshoot Octane issues during the rendering process, organizing elements into folders for better management. Consider using the Mega Scans library for shrubs and bushes, or Forester for ease, scattering plants on edges and middle using planes as surfaces for distribution.

  • What is the process for creating a tunnel system?

    The process for creating a tunnel system involves utilizing bend modifiers and geometry adjustments in Cinema 4D for the desired effect. Consider enlarging the tunnel by cutting holes in the ceiling for more light and transitioning to a dark pit for a terrifying effect. Experiment with lighting using software like Octane for a natural look, referencing movies like "Stalker" for inspiration on light shafts. Adjust the tunnel's size, floor, walls, and ceiling, adding shrubs and graffiti for detail, and incorporating leakage elements like concrete leakage and graffiti for realism.

  • How are tops and trash elements scattered?

    Tops and trash elements are scattered using random modifiers for orientation and positioning, ensuring they are not overdone and randomly placed on the floor. Create a custom scatter for the tops, utilizing the trash scatter and rock scatter appropriately. Implement a new random effector for orientation, adjusting it for each top. Scatter rocks and trash elements strategically, orienting them properly for a realistic look, and utilize the scatter tool to distribute trash elements on the ground surface for a cluttered effect.

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Summary

00:00

"CG Challenge Livestream: Character & Environment Replacement"

  • The CG Live Livestream is continuing the Alternate Reality CG Challenge submissions, focusing on replacing characters and environments in an animation.
  • Participants are not allowed to alter camera angles or character positions, only the character and environment.
  • 122 submissions have been received, with the host working on their own submission for two weeks.
  • The host spent 12+ hours creating a sewer system texture by processing outdoor pictures in Photoshop.
  • The sewer system texture includes reflective and rough areas, created by processing images taken outside.
  • The host plans to detail the sewer system further by adding junk, shrubs, and plants based on reference imagery.
  • The host discusses their recent rock climbing experience and learning to tie anchors correctly.
  • The host explains how they created an endless texture by taking overlapping pictures of a vertical wall in Los Angeles.
  • The host used Lightroom to adjust transform values and lens correction for the images taken on an iPhone.
  • The host stitched the images together in Photoshop using the photo merge feature, creating a long image for the texture.

22:10

Texture Creation Tips for Impressive Renders

  • Final music and renders are not yet included in the project, but the current progress is already impressive.
  • The deadline for submissions is June 1st, with a review of the top 100 renders on the following Saturday.
  • Winners will be selected immediately after the June 1st deadline.
  • The next live stream after the selection will focus on the montage.
  • Instructions on creating custom textures involve merging images in Photoshop using the automate photo merge option.
  • Images taken on an iPhone were edited in Lightroom to ensure straight lines for proper merging.
  • A normal map is created in Photoshop using the filter 3D generate normal map option.
  • Details on adjusting the normal map settings for desired effects are provided.
  • Tips on creating specular and roughness channels for textures in Cinema 4D are shared.
  • Suggestions for optimizing texture usage in Octane render are given, emphasizing the importance of using black and white textures efficiently.

40:19

Creating Realistic 3D Environment in Photoshop

  • In Photoshop, duplicate the image and use the displacement option to generate a bump or height map by going to Filter > 3D > Generate Bump or Height Map.
  • Save the modified image as a JPEG file named "displacement" on the desktop.
  • Adjust the displacement mid-level to 0.5 and set the resolution to 4k, with a height value of 20 or 100 for better results.
  • Custom textures can be expensive due to the manual detail work required to refine them, like toning down white areas with a gray brush.
  • The upcoming challenge will involve building a sewer with mud, foliage, garbage, and shrubs to create a dirty, detailed environment.
  • Consider adding pipes, tunnels, and visual contrasts like robots or cars to enhance the scene.
  • Use topography to create gutter-like polygons for corner details, adding textures like mud and rubble to create a slimy, wet appearance.
  • Experiment with different textures and displacement settings to achieve a realistic, gritty look in the corners.
  • Incorporate subtle displacement effects to create small, realistic bumps in the ground texture.
  • Consider adding plants and shrubs down the middle of the scene to mimic real-life environments and enhance the overall look.

01:03:53

Efficiently Distributing Shrubs in 3D Scene

  • The scene features water, shrubs, weeds, and rocks collected in the middle and edges.
  • Reference to Mega Scans library for shrubs and bushes, but Forester may be used for ease.
  • Plan to scatter plants on edges and middle using planes as surfaces for distribution.
  • Utilizing Octane Scatter for distributing shrubs on surfaces.
  • Octane Scatter set to 100 count on the corner surface.
  • Random effector used to rotate shrubs randomly for natural look.
  • GI Clamp set to 1 to reduce fireflies in the render.
  • Adjusting scale and rotation of shrubs for varied appearance.
  • Experimenting with seed value for random distribution of plants.
  • Troubleshooting Octane issues during rendering process.

01:29:54

Enhancing Landscape Design with Scatter Elements

  • To adjust the scale of elements, duplicate the corner scatter and scale it in slightly.
  • Duplicate the corner scatter to create a new element called corner shrub scatter for better control.
  • Create cracks in the ground by duplicating the floor, making cuts, and selecting channels for plant growth.
  • Use a noise map to distribute shrubs along the cracks for a more natural look.
  • Darken the ground crack scatter texture to simulate actual cracks in the ground.
  • Scale down the shrubs slightly and distribute them with noise for a more organic appearance.
  • Scatter different types of plants in the middle area, adjusting their size and orientation for variation.
  • Use glossy settings in Octane for the plants to enhance their appearance.
  • Create multiple scatter elements for the middle area to vary plant distribution and height.
  • Experiment with different plant variations and sizes to achieve a realistic and diverse look.

02:03:22

Optimize settings, scatter elements, avoid crashes

  • Adjust transmission settings: reduce specular by half, increase brightness to 2, decrease saturation slightly to 0.8, and lower gamma to 0.7.
  • Place dead plant material in the corner for a dirty, overgrown look.
  • Combine different scatter elements for varied textures: scatter 1 for original scatter, scatter 2 for a mix, and scatter 2 for additional variations.
  • Encounter Octane crashes, attempt to scale elements before resetting.
  • Consider adding music to the stream but opt for silence to allow viewers their own music choice.
  • Scale up middle section elements, apply random effector for rotation, and face Octane crashes again.
  • Organize elements into folders for better management.
  • Decide on downloading 2k or 8k assets based on future-proofing and performance balance.
  • Scatter rocks and trash elements strategically, orienting them properly for a realistic look.
  • Utilize scatter tool to distribute trash elements on the ground surface for a cluttered effect.

02:30:28

Creating 20 Tops with Random Modifiers

  • The task is to create 20 tops, ensuring they are not overdone and scattered on the floor randomly.
  • Utilize random modifiers, specifically random two, for orientation and positioning of the tops.
  • Consider creating a custom scatter for the tops, using the trash scatter and rock scatter appropriately.
  • Implement a new random effector for orientation, adjusting it to three degrees for each top.
  • The individual engaged in the task had recently returned from rock climbing, describing the experience positively.
  • The process involves rendering the project, with a mention of a potential collaborator, Ian, and the need for confirmation.
  • The individual expresses gratitude for the support received during the live stream, acknowledging technical difficulties.
  • A viewer named Simon contributes to the stream, expressing appreciation and support through a super chat.
  • The individual discusses their preference for Cinema 4D over Blender due to familiarity and efficiency.
  • The individual demonstrates the process of creating a tunnel system within the project, utilizing bend modifiers and geometry adjustments for the desired effect.

02:55:19

Enhancing Tunnel Design with Lighting Adjustments

  • The individual prefers the creepy tunnel vibe over a giant hole in the background and contemplates enlarging it by cutting holes in the ceiling for more light.
  • The person considers the need for a gradual transition to a dark pit in the tunnel, aiming for a terrifying effect.
  • Suggestions are made to use a fire drum for lighting and to experiment with creating light in the tunnel using software like Octane and C4D.
  • Attempts to illuminate the tunnel with a light source are made, but deemed too intense and not achieving the desired effect.
  • Adjustments are made to the ceiling and lighting to enhance the tunnel's appearance, with considerations for a more natural look and potential light sources.
  • References to a movie called "Stalker" are made for inspiration on creating light shafts in the tunnel.
  • The person receives a super chat asking about computer specs for 3D work, confirming that an i7, 64GB RAM, and RTX 2080 are suitable for rendering.
  • Further adjustments are made to the tunnel's size, floor, walls, and ceiling to enhance the overall design and create a road element.
  • Experiments with lighting continue, including adjusting the specular channel and adding fog for light shaft effects.
  • Additional tweaks are made to the reflection, contrast, and overall appearance of the tunnel, including adding shrubs and graffiti for added detail.

03:33:12

Exploring graffiti art on a plane

  • The individual explores the idea of incorporating leakage into their scene, considering concrete leakage and graffiti.
  • They opt for a subtle graffiti message, specifically a "kombucha for life" theme, to test on a plane.
  • The process involves pasting the graffiti onto a plane and aligning it with a wall for a realistic effect.
  • Efforts are made to eliminate drop shadows and achieve a glossy finish close to the wall.
  • Various attempts are made to adjust the positioning and shadow visibility of the graffiti.
  • The individual encounters challenges in preventing shadows and considers different methods like using a compositing tag.
  • Despite difficulties in C4D compared to Unreal Engine, they persist in refining the graffiti's placement.
  • The individual discusses render versions, including a muddy initial stage and a revealing second part in a sewer setting.
  • Technical issues with Octane lead to a crash, prompting a save and a final rendering preview.
  • The individual plans to answer questions and provide insights on photorealism, rendering, and future challenges before concluding the stream.

03:56:47

"Render project update: sewer system in progress"

  • The speaker is currently working on a render, with the first part already completed and the second part, featuring a sewer system, in progress, emphasizing the need for more work to be done. They encourage viewers to join the Discord for updates and remind them to submit their final work only once, providing submission links and advice on render times and options like render farms.
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