The
new Max 6 version has some sort of
a Tree generator coming as a standard
package. It really saved me from a
lot of trouble. The trees are parametric
and come in different shapes and sizes:
from oakes to bushes.
Modeling
the objects in the background is nothing
more then making a number of splines
and applying a bevel modifier(using
a simple extrude would have left me
with objects with sharp edges which
would have diminished the realism
of the scene). I wanted to add some
wear and tear to them, small cracks,
deffects etc, but given the fact that
they were background objects lazyness
won and I quit ;)
Getting
back to texturing the trees, I modified
the default material using some leaves
textures and bark. Again, using SSS
would have tripled the rendertimes
and it would have been pointless as
my intention was to do a paintover
in photoshop.
The
problem I run into every time I use
VRay displacement is that it darkens
my object a lot and I end up having
to crank up the lights to lighten
the object but make sure it doesn't
burn-out the rest of my objects...
The
volumetric light is pretty straight-forward
if you render it with scanline. The
trick with VRay is that the volumetric
light doesn't cast any shadows so
you must fool the eye a little.For
this purpose I created a gradient
map(circular one) and gave it a strong
noise like in the image to the left.
I
cloned that light and really turned
it's intensity down. After that I
just use that gradient map in the
Advanced Effects/Projector map, and
after turning on Volume light in the
Enviroment panel I selected the second
light as it will be the one that's
gonna be used for the volume light
effect.
The
volumetric light was rendered in a
different pass and composited in Photoshop
with a Soft Light layer transffer.
The
final composition. Here are some
main steps: first the atmosphere,
fog, volumetric lights, the cascade
and steam.
The
next step was introducing some
elements to fill in the blanks
and balance the composition:
a forrest that was the result
of a number of reference photos
put together. I just color corrected
it and fit it there. I also
felt the need to have a building
of some sort in the background
to give some meaning to the
whole picture(if not I would
have had a whole lot of questions
like: Ok... so where does that
bridge lead??? PS. To Avalon
right? :D
I
attached
the textures used for the
smoke and waterfall generated
in particle illusion (really
helpful or else I would have
had to find real photos and
mask them - Particle illusion
exports alpha channel.)
In
the end I rendered out two different
light setups in Max, one lighter
and one darker which I composed
in Photoshop using my artistic
sixth sense :)
The
final touch-ups consisted in
putting some emphasis on the
depth effect (fog, progressive
desaturation, low contrast farther
from the camera, etc) and adding
some contrat to the sky where
I felt it needed some help and
that about wraps it up :)
Many
thanx to Azra for his translation and
supporting me ;)