Collab2021 - WIP - danitufi

Collaborations

This is an on-going thread documenting my progress through the 2021 Collab Project

  • Dani Tufeld(danitufi) replied

    @theluthier 

    Hi, I guess something went wrong in the copy paste proccess and and extra material was added,
    when on "Leaf plane.001" change the material to "material.001".

    and it will be fixed.


  • Dani Tufeld(danitufi) replied

    @theluthier 

    P.s the different  shades come all from one material, and controlled by changing the viewport object color

  • Dani Tufeld(danitufi) replied

    @theluthier 

    One last thing, the color of the material is highly effected by the light in the scene ( i saw that your light collection was off)

    There are 2 sun lights and some point lights that manipulate the variety within each shade in the color rump.

    I dont know how will it be incorporated in the final scene, but probably some adjustments will be needed.

    🙏🙏🙏

  • Kent Trammell replied

    controlled by changing the viewport object color

    danitufi  Eureka! I should have been able to figure that out 😅 Thanks for clarifying, I get it now - clever work 🤝

  • Dani Tufeld(danitufi) replied

    Homework submission - week 2 - Tree A FG (sculpting)

    @theluthier 

  • Kent Trammell replied

    I LOVE your sculpted tree trunk detail! Exactly the aesthetic I hoped to see for the trees. Very nice work, sir 👏

    I'm going to talk about your tree during the stream tomorrow so catch that live (or recording) for some feedback on the shading!

  • Dani Tufeld(danitufi) replied

    Wow!!

    Thank you so much @theluthier

    This project is super exciting for me and I enjoy every moment of the proccess.

    Definitely will be in tomorrow's stream, like every thuesday!!


  • Jonathan Lampel replied

    Amazing work! I also really love that trunk. My only suggestion for going forward would be to have each one of those leaves be a group of textured leaves in that same general shape rather than one giant leaf. In the concept art it looks like each leaf is pretty big, but it only works because the concept art will only be viewed from that exact distance. It also means that you could save on polys by making them basic planes. For this project, try that out and see if it helps. We'll also need these to interact with light, but until you get to the texturing and materials phase, previewing it with an emission is totally fine. Keep up the good work! 

    Edit: Just saw Kent's message about talking about it on the stream. I'll go back and watch that so we're on the same page 

  • Dani Tufeld(danitufi) replied

    Hi @jlampel,

    Thanks for all the comments,

    So I tried working on leaf materisl, but beacuse it all based on particle system, texturing each group will give a uniform spread of color thru out tree, and we are looking for more areas of color compering to were the sun hits, thats way I went with ghibli method.

    But if you think there is a different way to approch it, would love ear your thoughts.

    By the way I saw at the stream yestarday kent used diffrent method and came out pretty cool,

    How can color the entire leafy part of the tree in chunks of colors?


  • Dani Tufeld(danitufi) replied

    Homework submission - week 2 - Tree A FG (texture baking)

    @jlampel  @theluthier ,  still working on the leaves... 

  • Dani Tufeld(danitufi) replied

    @theluthier @jlampel 

    Hi Kent,

    I really liked what you showed in the demo yesterday,  so I downloaded the file and played a bit with the material you created.
    I incorporated it with the instant collection i have created before, and i think the result came out realy nice,

    tell me what think please...


    (I have uploaded the file to the Drive)

  • Jonathan Lampel replied

    Wow, great work on that trunk and on those leaves! I'm checking out the file now and it looks *gorgeous*. 

    We do still need to refrain from using any emission, since keeping shadows consistent throughout all the assets will be super important. 

    Using some SSS was a great idea. I like it! Turning on Subsurface Translucency in the material helps even more. 

    I would recommend adding some specular back in, since that helps give it shape. 

    Mixing in some translucency like this also helps to make it more painterly:


    Lastly, even though the vertex count is pretty low thanks to instanced collections, the amount of transparent planes makes the compiling take a bit longer than is probably necessary. See if the middle of each clump can be an opaque sphere of leaves and delete all the planes inside of it to help this render faster:

    Keep up the good work!

    Edit: Oh, and I do still think that the scale of the leaves is a bit off. I think the size of the clumps you have is perfect, but in terms of the leaves themselves, something like this would work much better:

  • Dani Tufeld(danitufi) replied

    Thank you Jonathan!!!

    @jlampel , will start working on all your comments

  • Dani Tufeld(danitufi) replied

    Hi Jonathan,

    @jlampel 

    I have tried adjusting the shader according to yours comments:
    I removed the emmision completly, and scaled down the size of the leaf.
    Reagading the clump in the middle, if the geomtry is good cause of the intant collection, would it work if I switched back to a leaf shape ngon instead of using a quad plane with alpha? would it be more efficient?

    I have uploaded the new file

  • Dani Tufeld(danitufi) replied

    Another test with several leaves panited on each plane, 

    80 particles insted of 200

  • Matthew Ullrey(ullreym) replied

    danitufi That second render with the 80 particles is looking really nice! I like I like! 🤩

  • Dani Tufeld(danitufi) replied

     Homework submission - week 3 - Tree A FG (texture baking)

    ו submitted last week, meant to write week 3!

    @jlampel  @theluthier 

  • Jonathan Lampel replied

    if the geomtry is good cause of the intant collection, would it work if I switched back to a leaf shape ngon instead of using a quad plane with alpha? would it be more efficient?

    Even with instancing, it appears that the render time is much lower overall if all the plants use planes with alpha instead of leaf shaped geometry.  One tree by itself might be faster with geometry, but with the number of plants we're supporting in one scene we need to go with image planes. 

    I agree with Matthew - that second render is looking NICE! The only thing that sticks out to me is that I think the SSS is a bit more extreme with less geometry and is a bit overpowering in that one. I would also enjoy seeing some small branches connecting those leaves so that some aren't floating off in space. A color map to go along with the alpha map would allow you to add those in as well as add some color variation and detail to each leaf without the need to do it procedurally. 

    Top notch work here, and full points for week 3! 

  • Kent Trammell replied

    I wanted to reiterate what I said during the stream when I integrated you tree: You did an amazing job! Your tree looks fantastic in the assembly.

    Thanks for joining Collab2021! It's been a pleasure working with you danitufi 🤝

  • Dani Tufeld(danitufi) replied

    Thank you @theluthier for an amazing project, had so much fun!!

    Thanks @jlampel for the great tips that made me go diper in to practice and research!!

    and all the CG Cookie community that was involved!!


    It was awsome!!!!