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Making Of 'III Autumn'

By Sebastian Nöll & David Kötterheinrich
Web: Open Site
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Date Added: 9th December 2009
Software used:
3ds Max

641_tid_water_advanced.jpg
Water Surface - Advanced Tab (Colour Filter is the important part)

641_tid_water_surface_shader.jpg
Real Fresnel

After that we had a landscape with some water. But where's the Textures, you ask?
Next was my idea of leaves flying in the air, as it usually happens in Autumn when leaves are falling off the trees.
For this we decided to use Lightwave's Particle system to get randomness and connect it using FX_Linker with leaves.
We created three different kind of leaves, using the textures of the Total Textures Vol. 10 CD. The textures were simply mapped upon a three-poly object.

641_tid_leaf_colour.jpg 641_tid_leaf_bump.jpg

I'm only giving one example here, the other two leaves were created the same way.As I already wrote above, we used the PFX with FX_Linker to place and rotate the leaves randomly in the scene. We simply created one particle emitter with 300 points and used FX_Linker three times on it (100 clones of each leaf).

641_tid_fx-linker.jpg
Now we got a Landscape with Water and leaves flying around. Next was to simulate leaves on the water. For this, we took the leaves we used for the Particle System and created a new texture in Photoshop, combining all of them.

641_tid_water_leaf_surface.jpg

The new texture was then mapped upon a clone of the water surface.To get randomness in the positioning of the leave's, we used a Turbulence in the transparency Channel.

641_tid_blaettersur_transparency.jpg




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