Next
step - high dry grass - Grass_Dead_High. Placement - object Grass_Mask. Parameters
for this grass:
Apply
to this grass the same material as for Grass_Dead.
Now
let's create small round leaves that will look like the leaves of plantain. Placement
- Grass_Mask. Set following parameters:
Diffuse
texture for green grass material will be Grassc.jpg:
Let's
look what we've recieved:
The
last part as for the grass - creating the bunches of dry grass on the path. This
time the placement object - Step_Mask. This grass will have a little different
parameters, but the same material as Grass_Dead have:
Here's
what we have:
Stones
Use
the Scatter object to create small stones all over the area of the path.
In the beginning create two kind of stones as it shown on the picture and name
them StoneO_1 and StoneO_2:
Select
object StoneO_1 and create the Scatter object. A distribution object - Step_Mask.
Next set parameters as following:
Repeat
the same steps for StoneO_2. As for parameters change only the Seed parameter
to 1996. Here's what we recieve:
It
looks better. But the picture is a little sad. Let's try to remove this sadness.
Flowers
We'll
also use the Scatter object to create flowers on the glade.
The first
find or create several types of flowers. And for each type - a couple of varieties.
This will hide a recur effect a little more:
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The
next - create a Scatter object for each variety of each type, but this time as
a Distribution object will be the Step_Mask object. Set up following parameters
(don't forget to change the Seed property):
Here
we are:
Big Stones
Now
we'll create big stones that you'll put on the path. Better to make them from
geospheres, that you can easily cripple with FDD Box and Displace modifiers. Here's
the veiw of stone creating process:
Texture
makes stones quite nice:
That's
all. Our glade is ready. Let's look what we've got: