How to create forests with Maya MASH and Arnold — Transcript
Full transcript
- 0:01[Music]
- 0:12first things first we're going to want
- 0:13some trees if we're going to make a
- 0:14forest
- 0:15so i've made a couple of trees for this
- 0:16tutorial and you can get them from my
- 0:18gumroad
- 0:19i'll put the the link in the description
- 0:21they're set up
- 0:23with arnold shaders and so on so they
- 0:24should be good to go if you're using
- 0:26them in maya
- 0:27if you're using them in a different app
- 0:28you could you know set it up yourself
- 0:30but anyway
- 0:31this is going to be for maya so
- 0:34basically what we want is we want to
- 0:36grab a tree
- 0:38and have it shaded in arnold like so and
- 0:41add a couple modifications to it and
- 0:43then export it as an s file so it can be
- 0:45loaded in as a stand in
- 0:46like this one on the left i'll show you
- 0:48how to do that um but the first thing to
- 0:50talk about is how it's shaded
- 0:51so if i open up the shading network i'll
- 0:54show you i've added a color jitter to
- 0:56the diffuse map so it's going to create
- 0:58some variation when it gets
- 1:00scattered so they're not all going to be
- 1:01the same color um
- 1:04so to set this up so it works with um
- 1:07stand-ins you're going to want to change
- 1:09the type to procedural
- 1:11and then just dial in some very small
- 1:12numbers so i've got a bit of saturation
- 1:13a bit of hue
- 1:14and so on um like i said this will be in
- 1:17the gumroad file if you want to use that
- 1:18but if you're setting this up yourself
- 1:20with your own trees
- 1:21or whatever just go ahead and use these
- 1:24kind of values um
- 1:26and and that should be good to go so
- 1:29remember procedural
- 1:31and then when we go ahead to export this
- 1:35um as a stand-in we'll grab all the bits
- 1:38of
- 1:38geometry go to arnold
- 1:42go to stand in export stand in click the
- 1:45little box there
- 1:46and then we want all these selected make
- 1:49sure you have all shading groups
- 1:50exported
- 1:51then export the selection come up with a
- 1:53dialog you want to save this as an s
- 1:55file okay
- 1:56and then once you've got this exported
- 1:58wherever you save it to
- 2:00you can load it back in by just creating
- 2:04arnold
- 2:05create stand-in which will create one of
- 2:07these boxes
- 2:08it will be a small bounding box when you
- 2:09start with and then when you load in the
- 2:10file
- 2:11they'll show you i've loaded in
- 2:14this pine tree that i've just created
- 2:16i've loaded in as a
- 2:18standing here and in order to
- 2:22make sure this works um in mash
- 2:25a couple of things um so we've got that
- 2:29procedural set up
- 2:30in the color jitter node but we also
- 2:32want to
- 2:33go down to arnold procedural settings
- 2:37and we want to turn off auto instancing
- 2:40and then that will enable the college
- 2:42editor to create the different
- 2:44variations
- 2:45per instance so that should work um
- 2:49so that's how we get our standards so
- 2:51that's the the first part
- 2:52sorted so in a new instance of maya
- 2:56let's create a ground plane make sure
- 2:57you set up your project and everything
- 2:59and so on um and so
- 3:03polymodeling drop a plane down we want
- 3:06it to be pretty big so i'm going to just
- 3:07scale this up to maybe 2 000 units
- 3:10so it's pretty massive probably could go
- 3:13a bit smaller but whatever um
- 3:15we'll just go this and see how we get on
- 3:17now the key thing is
- 3:18with this is just we want to create some
- 3:21nice variation for
- 3:22the trees to sit on you know some peaks
- 3:24and valleys and so on
- 3:25so i'm just going to increase the the
- 3:28subdivisions on this so maybe
- 3:31maybe 40. so we've got a little bit of
- 3:34information to work with
- 3:36and then just use the sculpting tools go
- 3:38to the sculpt and
- 3:39grab the first one and you know you can
- 3:43see you can
- 3:44put some shapes in there you've got
- 3:46control of the brush you hold down b
- 3:47grease will decrease your
- 3:49brush size if you double click on this
- 3:53icon on the left here you can control
- 3:56the the size of the strength using that
- 3:57as well um
- 4:00so what you want to do is just create
- 4:01some peaks and troughs really um
- 4:04this is just where you're going to get
- 4:05some sort of mountainous regions or
- 4:06whatever
- 4:08this will just make it feel a bit not
- 4:11you know obviously you don't want to
- 4:13have your trees just on a flat plane
- 4:15this will just create more natural
- 4:16looking shot and
- 4:18you can build this up a bit however you
- 4:21like and then once you've
- 4:23you know got it to a certain level just
- 4:25start playing around with where you
- 4:26think you might put your camera
- 4:28um you know somewhere where you can
- 4:31maybe pull off a camera move coming up
- 4:33and revealing
- 4:34or whatever so work into this for a bit
- 4:37and then
- 4:38once we've got a nice sort of landscape
- 4:42can just start scattering
- 4:46so this is the uh the ground plane that
- 4:49i've come up with
- 4:50as you can see there's some some sort of
- 4:52dips in the ground there
- 4:53creates some nice little valleys and so
- 4:55on and what i've done is i've just stuck
- 4:57a camera
- 4:59here um and i've animated it so
- 5:03it's just revealing the shot a little
- 5:06bit
- 5:07and there'll just be loads of trees here
- 5:08in the foreground and whatever and
- 5:10just reveal a sort of a larger forest
- 5:12beyond um
- 5:13so i'm not going to go into the the
- 5:15camera animation here um
- 5:17you can you know just put a couple keys
- 5:20down and just
- 5:21animate it going to and fro whatever
- 5:25so from this sort of point
- 5:28we want to import our standings so the
- 5:32first thing you want to do is just go to
- 5:33arnold and create your standards
- 5:34create stand in and open up your
- 5:38attribute editor
- 5:40grab the path
- 5:45i've put mine in my library so these are
- 5:48the the trees
- 5:50grab the that's file there
- 5:53and i'm going to duplicate that control
- 5:56d
- 5:59hit controller i'll hit f there as well
- 6:01zoomed in
- 6:04and we're just going to load in the
- 6:06other tree the broad leaf
- 6:11and so that's the two trees
- 6:15so to set up the um the mash network
- 6:18first thing you want to do is just
- 6:19select one of your trees and i suggest
- 6:21actually at this point just quickly
- 6:22name them so this one's pine and the
- 6:25other one
- 6:26is broadleaf
- 6:29just so you know which is which now grab
- 6:31the first one the pine and then go over
- 6:33to the mash
- 6:34tab and just hit this mash icon here
- 6:37and this will create a mask network you
- 6:39see our tree that's disappeared it just
- 6:40gets hidden if i open up the outliner
- 6:43it's been hidden so if you hit shift h
- 6:45it will unhide it again
- 6:47and then you can see a series of
- 6:54instances of that pine
- 6:57have been put on the the origin so
- 7:00if we open up the mash options which is
- 7:02this
- 7:03um icon here let's just open
- 7:06so we get this and then we open the
- 7:08attribute editor as well as control a
- 7:10um if you click on the distribute
- 7:14actually we'll need the outliner as well
- 7:15so grab the outliner
- 7:19now i've just labeled my ground plane
- 7:22just ground
- 7:23this makes it easy to find and we want
- 7:26to change our
- 7:27mesh distribute to mesh
- 7:30so it distributes these instances on a
- 7:32mesh now if you
- 7:33middle mouse click this ground and drag
- 7:36it over to input mesh
- 7:39we get the initial instances they're now
- 7:42on our mesh
- 7:44on our ground plane that is obviously
- 7:47not enough
- 7:48so first thing we'll do is we'll
- 7:50increase this to
- 7:51maybe 50
- 7:56000.
- 7:58so that's quite a lot and it's slowing
- 7:59down the viewport a bit it's a bit
- 8:00annoying
- 8:01um you'd expect with standards that it
- 8:03would be quite quick but
- 8:05for some reason with mash doing this
- 8:07method it's a bit slower in the viewport
- 8:09so
- 8:09when you're working with it sometimes
- 8:10it's probably better to until you start
- 8:12rendering at least maybe
- 8:14drop in the number so we've got about
- 8:16five thousand that's
- 8:18enough that this will run smoothly
- 8:21and to add the other tree to that
- 8:24we want to actually have that something
- 8:27that's reminded me so
- 8:28mine my mash is already set up to when i
- 8:31create a mash it'll
- 8:32default to creating a mash instance so
- 8:34as you can see here in the
- 8:36in the outliner if yours hasn't if it
- 8:39defaults to
- 8:40mash repro i think is the other version
- 8:42uh you can change that if you go over to
- 8:45[Music]
- 8:46mash let's have a look if i go to change
- 8:49from modeling to
- 8:50fx i think yeah so be in the fx tab
- 8:53there's a mash thing here if you go to
- 8:55utilities
- 8:57uh it will be
- 9:01or you know i think is it where is it oh
- 9:04yeah switch mash geometry type so you
- 9:06want to just
- 9:07if yours is a repo i think this is the
- 9:09other type
- 9:10switch it over to be an instance so
- 9:12that's the one you want and that's the
- 9:13one we're using
- 9:15so back on to adding mash nodes
- 9:19um in our attribute editor we have a
- 9:21bunch here and you can also select them
- 9:23from the mash editor but
- 9:24this is nice and big so we'll use this
- 9:27um
- 9:29we want to create uh some variation
- 9:31which we'll do in a second but we want
- 9:32to add our
- 9:33our second tree first so
- 9:36select the broad leaf in the outliner
- 9:38and then select the instancer
- 9:40and you can see the object list here
- 9:43we've already got the pines so let's
- 9:44just add selection the broadleaf so
- 9:46we've got the pine and the broad leaf
- 9:47and then the in order for the broadleaf
- 9:50to be loaded
- 9:51we need to select the mesh again and
- 9:54go to id add an id node
- 9:57and just change the id type linear is
- 9:59probably fine but we'll just change it
- 10:01to random and
- 10:02count is two so we've got two instances
- 10:04loaded in so you only need two ids if
- 10:06you had more trees loaded in
- 10:07let's say six you would make the id
- 10:09count six
- 10:11uh so that's given us some variation
- 10:14um and then to really properly
- 10:18um add some you know shape and size
- 10:21variation we'll add
- 10:22a random node so let's click on that add
- 10:25random node
- 10:27the first thing you want to do is um do
- 10:30some scale so just
- 10:32turn on uniform scales we don't have to
- 10:34do each one
- 10:35and just increase the scale to maybe
- 10:38point yeah 0.6 maybe to have some
- 10:42larger trees and smaller trees but
- 10:44you'll notice that mash at the moment
- 10:46it's not reflecting this um it looks
- 10:48like there's three trees on top of trees
- 10:50but
- 10:51that's a glitch with match mash it
- 10:53should be fine in rendering
- 10:56the next thing we want to do is just
- 10:58create some uh
- 10:59angle jitter so the first thing is go to
- 11:02rotation y
- 11:03and change it all the way to 360 and
- 11:06you'll see that
- 11:06annoyingly that some of them are
- 11:08following the normals and they've just
- 11:10rotated downwards so what we're going to
- 11:12need to do is go back into the
- 11:13distribute
- 11:14and change the setting here
- 11:18calculate rotation turn that off uh so
- 11:21they're all pointing up now because
- 11:23naturally trees um they go towards the
- 11:26light so they may
- 11:27be influenced by the hill somewhat you
- 11:29know grow outwards or whatever but they
- 11:31won't
- 11:31won't be growing completely sideways uh
- 11:34and we can add that in the random nodes
- 11:36so if we
- 11:37go to rotation x and
- 11:40just add a little bit you can see
- 11:41they're starting to lean if we add a bit
- 11:43of rotation
- 11:45z just a little bit to create that um
- 11:49so the rotation why that that makes sure
- 11:53that
- 11:54you know there's lots of um on the
- 11:56y-axis rotation so you get different
- 11:57sides of the tree
- 11:59um so that's good to go
- 12:03for the initial setup of the mash
- 12:10so what you'll probably want to do now
- 12:11is just get your first test renders out
- 12:13um
- 12:15before we do that it's probably a good
- 12:16idea to um
- 12:18apply a texture to your ground plane
- 12:20anything will do
- 12:21really just a sort of dirt texture i've
- 12:23grabbed one from i think
- 12:25it was yeah it was hd no what was it
- 12:29texture haven that's the one um
- 12:32what one off i used it's one of the
- 12:33aerials it's an aerial rocks
- 12:36diffuse texture i've just put it on and
- 12:39as it's a huge you know 2000 units i've
- 12:42just repeated this
- 12:43by 15 um and when you're loading these
- 12:47textures in order to if you want to
- 12:49you know make things easy on yourself
- 12:50like here have this
- 12:52place 2d to control all of the different
- 12:54textures the normal map
- 12:57and the diffuser and so on just middle
- 12:59mouse click this um
- 13:03alt control yeah it's control
- 13:07middle mouse click uh the yellow dot to
- 13:11the the subsequent one on the diffuser
- 13:13just do that to each of them and you can
- 13:14control them with one
- 13:16play cd i'll put a link in the
- 13:17description of
- 13:19uh tech shave and so you know where you
- 13:20can get these from so
- 13:22just uh so that the trees have got a
- 13:25kind of a appropriately colored backdrop
- 13:29so your initial lighting you'll want uh
- 13:31a skydime which i've dropped on in and
- 13:33again
- 13:34hdri haven i'll put the link in the
- 13:36description i've just grabbed one
- 13:38um there's the sort of
- 13:41to flood this scene give us a bit of
- 13:43ambient light and then because you want
- 13:45some sun to pick up
- 13:46the subsurface that the trees have got
- 13:49put in a directional light as well
- 13:51and it's just pointing sort of a low
- 13:54sunny
- 13:55direction so if i go and look through
- 13:56the camera
- 13:59you see like it should should get some
- 14:01sort of like backlight on the trees
- 14:03um so let's go ahead and do a test
- 14:05render
- 14:10and it's not working probably in the
- 14:12wrong render layer
- 14:16so let's grab yeah
- 14:19we'll get back to the render layers in a
- 14:20second
- 14:23okay so there you go so with very few
- 14:26trees
- 14:26not enough the um directional light is
- 14:30sort of bleaching out the ground plane
- 14:32but you can see the trees are rendering
- 14:34um so that's fine
- 14:38and it's just worth noting a couple of
- 14:41things
- 14:42i've what i've done here with the
- 14:44directional is i've pumped up the
- 14:46exposure the arnold exposure to five
- 14:49which is quite high
- 14:50and i've dropped the color temperature
- 14:51down to 5000 make a bit warmer
- 14:54that's why it's bleaching out now
- 14:56remember
- 14:57what i said about um the arnold
- 15:00uh procedural settings auto instancing
- 15:03off so in case you're not getting
- 15:04any uh color variation so if you we just
- 15:07have a quick look at that
- 15:08render you can see this there's some
- 15:10sort of more yellowy trees and some more
- 15:12slightly more green and that's the color
- 15:14jetta kicking in
- 15:16so that's pretty good um so that's the
- 15:18basics of how you get
- 15:20the um you know a setup scattering with
- 15:23match it's really quite quick and easy
- 15:24to do
- 15:25so setting this up for rendering um the
- 15:27first thing you're going to want to do
- 15:29is just really crank up the nat the uh
- 15:31the amount
- 15:31so if we go to the distribute you know
- 15:335000 is nowhere near enough we're
- 15:35probably going to need closer to 100 000
- 15:37i would say
- 15:38the one the render that i've done with
- 15:39this before was about that i think
- 15:41it's 10 100 which will be slow on the
- 15:44viewport so
- 15:45make sure when you're doing um
- 15:48uh a render of this um
- 15:52when you're doing animation sorry you uh
- 15:54you'll want to sort of either hide these
- 15:55you can hide the
- 15:57the instance uh just select the instance
- 16:00so
- 16:00ctrl h to hide it then you can do all
- 16:02your animation really quickly but
- 16:05when it's visible it will slow down your
- 16:06viewport a lot
- 16:09so it's just a quick test render with
- 16:11this
- 16:17see there's a lot more trees there's
- 16:19still a few patches that aren't covered
- 16:21but i don't think that's that's not too
- 16:23bad it's probably just about enough
- 16:25uh depending on how you laid out your
- 16:27scene and depending on the scale of
- 16:29trees as well because you could
- 16:30potentially scale up the trees
- 16:32so it comes down to the shot you're
- 16:34you're making really but if you're
- 16:35following along then
- 16:37i would just say that the trees i'm
- 16:38using um
- 16:41i've left them as the default size but
- 16:43again you can
- 16:45you can play around with the scale see
- 16:47what works
- 16:49so the way that the fog is set up is
- 16:51exactly the same as how we've set up the
- 16:53trees basically so
- 16:56the way to set it up here is let's hide
- 16:59our
- 17:00horrendously slowed trees let's hide
- 17:04these
- 17:05so you want the the clouds to sort of
- 17:06sit on a plane amongst
- 17:08these trees so let's create another
- 17:10ground plane
- 17:12and scale up same size so
- 17:162000 units just drop it on top of our
- 17:20ground plane maybe move it up a little
- 17:23bit see
- 17:23it's easy to select now you want this to
- 17:26be not renderable
- 17:27so open up the attributes go to arnold
- 17:29and turn off
- 17:30all of the render raw attributes so it's
- 17:33not renderable
- 17:35and give it a name like cloud scatter
- 17:39so now we're going to use the same
- 17:41method so we're going to create another
- 17:42mash but we'll need some class of
- 17:43scatter
- 17:44now i'm going to use some vdb clouds
- 17:46that i've made uh in houdini um i'll
- 17:48make these available on my gun road as
- 17:50well
- 17:50and the link will be in the description
- 17:52uh so the way to load these you just
- 17:54go to arnold volume
- 18:00and get a little volume square and
- 18:03just load one of the tree the the
- 18:08clouds i've got four of them in this
- 18:10little collection
- 18:14so cloud a hit f on the keyboard getting
- 18:18closer you can see it sort of under this
- 18:20shape i'm gonna duplicate that and i'll
- 18:22just go ahead and i'll
- 18:23load the other clouds
- 18:26i'm gonna move them off to the side like
- 18:27i did with the uh the trees so just move
- 18:30them over
- 18:31so not in the way of the shot whoops not
- 18:34that
- 18:34let's deselect them so our clouds i
- 18:38think we're probably gonna want to scale
- 18:39this up a little bit so because they're
- 18:42quite small i probably scale them up by
- 18:4310 maybe maybe a bit less maybe
- 18:47five and we'll add a scale of variation
- 18:50in the mesh anyway so select the first
- 18:51one
- 18:53and go back to the mesh tab
- 18:56hit the mesh button once again it's
- 18:58hidden it just like to keep them on here
- 19:00that's how i know where it is
- 19:02volume um
- 19:05and then we're going to want to do the
- 19:07same thing so you see that the second
- 19:08match here mesh
- 19:09probably a good idea to name these but
- 19:11whatever
- 19:12let's uh grab the second mesh change the
- 19:16top to mesh again get the outliner up
- 19:21and let's bring the
- 19:24cloud scatter middle mouse click and
- 19:25drag
- 19:28and we've got the cloud scatter now that
- 19:30should
- 19:31yeah we can see there's a couple little
- 19:32clouds there so
- 19:34same method as before to add the other
- 19:35clouds so go to outliner
- 19:37grab the clouds first so just grab all
- 19:39the volumes grab the instance sir
- 19:41click add selection and we've got all
- 19:43the volumes now there's four of them
- 19:45this time
- 19:45so if we go to mash you want to go to
- 19:48id add another id node let's click id
- 19:52didn't go to it and we've got four you
- 19:56see it's done at four
- 19:57now so just click random again let's do
- 19:59the same
- 20:00what we've done the trees add some
- 20:01variation so back to the home
- 20:03press random add a random node and then
- 20:06we're going to just do
- 20:07you know 180 degrees random wire
- 20:10rotation
- 20:12actually it's not enough to see so let's
- 20:14just pump up the amount we've got
- 20:18say five thousand
- 20:22yeah that's fine
- 20:27so in the random would turn on the
- 20:28uniform scale we'll scale them up quite
- 20:31a big you know we want a lot of big
- 20:32clouds here
- 20:36because we're going to make them quite
- 20:38wispy shading wise and also position
- 20:40wise
- 20:41we want some variation on the y-axis
- 20:43because our ground our
- 20:44scatter plane's flat but we don't want
- 20:46the clouds to be perfectly flat on a
- 20:47singular blank one to be
- 20:49very yeah there are a lot of variations
- 20:51so maybe you can crank this up to 100
- 20:54maybe a bit less 50 depending on what
- 20:57looks good
- 20:58and actually the only way to judge that
- 20:59is to render it so once we've got this
- 21:01initial
- 21:02um layout of clouds
- 21:06we'll want to just give it a shader so
- 21:09let's open up the hypershade
- 21:11go to shaders and
- 21:14standard volume and we'll just call this
- 21:18cloud
- 21:21just minimize this to the side
- 21:27now if we grab the outliner and just
- 21:30drop this onto our
- 21:32volumes should label these as well by
- 21:34being lazy
- 21:35right so assign these to the cloud and
- 21:39because it's we want it to be wispy
- 21:40cloud this is uh there's a good amount
- 21:42of density i made these clouds in the
- 21:44houdini so there's a bit density break
- 21:46up in there but we want it to be really
- 21:47wispy so probably
- 21:480.02 is a good starting point for the
- 21:52the density and
- 21:56let's go ahead and go to our render
- 21:59camera and just see what's going on
- 22:04still probably too dense actually
- 22:09so let's open up i'm going to leave this
- 22:12open rendering in the ipr and just open
- 22:14up the
- 22:15um the cloud shader again
- 22:18and drop that to 0.01
- 22:24i'll take it oh it's not click the play
- 22:26button to update it
- 22:30still too much i'd say point point zero
- 22:33zero one
- 22:35yeah that's kind of what i had in mind
- 22:38more
- 22:39so what i'll do now is i'll unhide the
- 22:42the trees
- 22:42and render it on top of the trees just
- 22:44to see what that looks like and then
- 22:45we'll go into rendering so it's going to
- 22:47unhide the tree and sensor
- 22:49this might take a minute to render now
- 22:51because there's a lot of instances being
- 22:53loaded
- 22:55so let's just render these and see what
- 22:56happens
- 22:59yeah it's kind of it's nearly there
- 23:01really um
- 23:03probably want to drop the the density
- 23:04just a little bit more so it's so dense
- 23:06you can't see
- 23:08through to the the ground there but
- 23:09depending on the look you want maybe
- 23:11that's
- 23:11fine um i want to be a bit more wispy
- 23:14than that
- 23:15so i'm gonna go back into the shader
- 23:18and i'm gonna go even lower so point
- 23:22zero zero zero five oh is that yeah
- 23:28one other thing that can work is uh if
- 23:30you go down to
- 23:32transparency you can increase the
- 23:33transparency weight
- 23:35so i might crank that up
- 23:39yeah something like that play around
- 23:41with the shadow and
- 23:42see if you get where you like uh it's
- 23:44just about creating sort of a foggy
- 23:45environment
- 23:46you know atmosphere you can also try
- 23:48using the the um
- 23:50environment atmosphere and environment
- 23:52fog settings in the renderer but
- 23:54using these um vdbs you can you know
- 23:57control things a bit more so
- 23:59so something like that it looks okay
- 24:02um so coming to render this
- 24:06it's going to be quite a long render
- 24:07i've done this i've rendered this scene
- 24:09obviously already so it was a quite a
- 24:11long render and i've got a 16 core
- 24:13machine so
- 24:14depending on how strong your machine is
- 24:16you'll want to do a few things to speed
- 24:19it up so the first thing is
- 24:20is that um when i rendered it i rendered
- 24:23it with sort of draft samples and that
- 24:25was one thing
- 24:26um so if you go to render i
- 24:30actually left these all default now to
- 24:32get a cleaner render you'll want to
- 24:33crank this up a bit but
- 24:35you know it's already
- 24:38slow and that's because of the
- 24:40subsurface so there's a few things i'd
- 24:42suggest one is
- 24:43the subsurface on the trees if you
- 24:46don't if well if you depending on your
- 24:49lighting setup and what you want to get
- 24:50because you get this nice sort of back
- 24:51scatter effect with the
- 24:53the subsurface you could potentially
- 24:55turn that off that would speed things up
- 24:56a lot
- 24:58so that's one way to get a much faster
- 25:00render uh
- 25:01or you could do what i've done which is
- 25:04sort of draft samples um and then
- 25:07denoise
- 25:08in post now i've done a bit of a hacky
- 25:11denoise so i've
- 25:12rendered out the comp and then gone into
- 25:14davinci resolve
- 25:16and denoised in there using the the the
- 25:18denoiser there
- 25:20one other thing you can do in maya which
- 25:21would probably give you a cleaner result
- 25:23is
- 25:24um you've got the arnold uh
- 25:28d-noise aovs if we go to the aivs
- 25:32open up denoiser if you click output
- 25:35denoising aovs it will add those
- 25:39you can use those to denoise it in post
- 25:41i won't go into it in this tutorial this
- 25:42this out there you know the
- 25:43information's out there probably on the
- 25:45arnold docks but that's one way to get
- 25:47cleaner results so
- 25:48either either dial back
- 25:52the subsurface or
- 25:55you know do a draft version with
- 25:58denoising rv so it's two ways to get a
- 26:00sort of a better quicker render because
- 26:01if you're rendering this on like a
- 26:03quad-core machine um
- 26:05this will probably take a few days i
- 26:06think on on my machine it's an uh
- 26:08ryzen machine it took about 28 hours to
- 26:11get 100 frames which is
- 26:13it's not too bad but it is quite long if
- 26:14you compare that to what a gpu renderer
- 26:16can do
- 26:17so that's enough waffle about rendering
- 26:20let's set up um how we're going to
- 26:23render this in layers
- 26:24let's take a look
- 26:28so let's create two layers one
- 26:32just label the trees and the other one
- 26:36and actually call this trees underscore
- 26:39beauty
- 26:40and in this you want to just create a
- 26:42collection which is geo
- 26:45um and you collect all of your
- 26:48geo so the trees the ground
- 26:51and the trees scatter and you can see
- 26:54already set up here
- 26:56is a set so if you with this selected if
- 26:59you go to create
- 27:01set it will create a set here and in the
- 27:04set
- 27:04you've got some extra attributes which
- 27:06we'll use so you go to
- 27:08arnold in the set and you've got arnold
- 27:10overrides
- 27:12you can click add and you get a whole
- 27:16list of them
- 27:17and the one i add is ai matte just type
- 27:20in a
- 27:20i capital m press enter it's not visible
- 27:24because i've already added it but it'll
- 27:25be visible
- 27:26add that and there's a glitch in my as
- 27:28usual it's not showing it here
- 27:30normally it shows it in the attributes
- 27:31but it should be shown in the extra
- 27:32attributes as well
- 27:34so we'll use that in the other in the
- 27:36fog layer
- 27:37just so that's ready that's set up
- 27:41and then selecting the geo group if we
- 27:44change our layer so we're looking at
- 27:46this one layer there's nothing but then
- 27:47if we add
- 27:48geo it's here um
- 27:52and i can't see our instance uh the
- 27:56instance has not been added to
- 27:57our set so i'll add that
- 28:01should take a second there you go so
- 28:04if we just do a quick test render we
- 28:05should just get the trees without
- 28:08the fog so let's have a look
- 28:13see trees without fog that's fine
- 28:16and then let's just quickly go over the
- 28:18aovs i've added for this it's quite
- 28:20simple i've just put
- 28:21a depth and crypto so this is just so i
- 28:25can
- 28:25meddle around with the colors of the
- 28:27trees in post and
- 28:29the depth just so we could create a bit
- 28:30of you know either depth of field or
- 28:33some
- 28:33extra fog in comp uh there's a few more
- 28:36you could add but
- 28:36let's keep it simple these two and like
- 28:38i said denoising arvs
- 28:40um is a good idea i'm not gonna do it
- 28:43because i've already
- 28:44done my crappy cheap way of doing it
- 28:47um so that's that lavender layer and you
- 28:50want to turn off by the way
- 28:51this icon here you turn it off for the
- 28:53master legs we don't want to render the
- 28:54master layer
- 28:55and then the fog layer we want to create
- 28:58a
- 28:59another collection uh it's quite fun
- 29:02and you'll want to add your fog
- 29:05and the mash instance so the second one
- 29:08with the fog on it so oh and also you
- 29:10want to add
- 29:11well you want to add actually so you add
- 29:13these ones like this
- 29:15but there's no ground plane so we need
- 29:16that and we need the trees to be
- 29:18like a hold out on that for the fog so
- 29:21to do that
- 29:22go back to our our set
- 29:25and you'll see we've got that ai map
- 29:27that we created here
- 29:28now if we right click on this and create
- 29:31absolute override for visible air it
- 29:32will go orange
- 29:34and that will add this so it's added it
- 29:36you can see it now turn it on
- 29:38so now
- 29:41the all the geometry we've added
- 29:44will be a mapped but one thing you must
- 29:47do
- 29:47for this to work with um arnold
- 29:50standings
- 29:51is go to one of them so the broadleaf
- 29:53for example
- 29:55it will not work as a map until you go
- 29:58to standing overrides
- 29:59and turn on override mat so make sure
- 30:02make sure you do that
- 30:03with each of the trees or as many trees
- 30:07as you've done they have to have that
- 30:08turned on
- 30:08and then now that everything's enabled
- 30:12in this layer and you've got that
- 30:14mat if we render this we'll get the fog
- 30:18on the trees and the trees will be a
- 30:20black holdout
- 30:22so you can see you've got that masked so
- 30:24then when we come to comping it
- 30:26just put it on the top um and it should
- 30:29work nicely
- 30:31so that's just about it for rendering
- 30:35and with these two render layers set up
- 30:37uh
- 30:39it's going to render a lot quicker than
- 30:40rendering them as one render layer
- 30:42basically
- 30:43so the only find the final thing is just
- 30:46to go over a couple of the arnold
- 30:47settings so like i said
- 30:48leaving this as a draft so
- 30:52if you want a nicer render crank up
- 30:53those settings there
- 30:55um i think i increased the rate at the
- 30:57diffuse bounces to two
- 30:59that probably slowed down so again think
- 31:01about that if you want it to be faster
- 31:04i've said it to be a 1080p render again
- 31:07maybe a bit slower could drop the res um
- 31:11make sure you set up your camera so i've
- 31:13got my render cam set up there
- 31:15frame range setup and then you want
- 31:17there's a number of things you want for
- 31:19your exr settings you want it to be a
- 31:21zips
- 31:22compression half precision turn off
- 31:25tiled
- 31:26because that speeds up in new confusion
- 31:29auto crop
- 31:29in case you're using nuke and merge air
- 31:32v's
- 31:33so that you get them all in a single exr
- 31:36so that's your basic render settings
- 31:38done
- 31:38we've got the avs the only thing that's
- 31:40left to do is to go to
- 31:42the rendering tab and go to render
- 31:46render sequence click the the box there
- 31:48it will come up with this
- 31:50make sure the camera is selected all
- 31:52render layers enabled so we've got
- 31:54just these two render sequence and then
- 31:59depending on how powerful your system is
- 32:01um in a day you might have a result or
- 32:03if you've got a threadripper maybe a lot
- 32:05quicker
- 32:07okay so this is the fusion comp that
- 32:09i've set up
- 32:10so if you're doing this in nuke a lot of
- 32:12this is applicable and
- 32:13vice versa we're just going to do in
- 32:14fusion um
- 32:16i'll quickly go over what i've done and
- 32:17then we'll build a basic comp
- 32:20with the renders so what i've gone ahead
- 32:22with here is i've got the
- 32:24the tree beauty which is this one and
- 32:27actually i mistakenly rendered this
- 32:29with tiling turned on in the exhaust
- 32:31setting so it's actually a bit slower
- 32:32than it should be
- 32:33um if you've done what i did which in
- 32:35the previous part was just turn it off
- 32:37it should be faster
- 32:39so we've got the fog and the trees now
- 32:42first thing
- 32:42you need to do in fusion don't need to
- 32:43do this in nuke is color management so
- 32:46you want to put a gamma on to bring it
- 32:48to the right color space so
- 32:49the gamma is set to srgb um
- 32:53and that just corrects the color space
- 32:55now the reason i've put an alpha divide
- 32:57node before both of those to bring it to
- 33:00correct color space is if you don't have
- 33:01a divide and multiply
- 33:03whenever you do any color manipulation
- 33:05so you can see i've got color correct
- 33:06here and i've got the gamma changing the
- 33:08color space
- 33:09if you have no primal and unpremol which
- 33:12is what these are then
- 33:14your edges your alpha edges will get
- 33:16ruined
- 33:17so if i turn them off you'll see control
- 33:20p
- 33:20turns off see uh
- 33:24probably help if i show the end result
- 33:28so let's turn these yeah like
- 33:33so make sure you have those when you're
- 33:35doing color corrections to both
- 33:37your layers and then you see on the left
- 33:39here i've got um a lumi
- 33:41keyer here this is picking up the depth
- 33:43so it's set to
- 33:44channel depth and because it's come from
- 33:47arnold
- 33:48some for some reason fusion thinks that
- 33:51the
- 33:52depth is inverted so you have to choose
- 33:55the near plane is actually the fire
- 33:57plane and the far plane is actually the
- 33:59near plane so just bear that in mind and
- 34:01then you just want to pipe that into
- 34:03the channel blue lines in channel
- 34:05balloons you switch all of the channels
- 34:07to alpha foreground which gives you this
- 34:09mask
- 34:10then if you pipe that into a bitmap
- 34:14then you get the mask and you get bit
- 34:17more control of this if you
- 34:19now that that's piped in you can you
- 34:21know control the
- 34:22strength of the alpha or whatever so
- 34:24this is
- 34:26nice for adding an extra bit of fog so
- 34:27if i show you that
- 34:30it's just a bit of environmental kind of
- 34:32fog that you would normally get
- 34:34on a large scale scene and then once
- 34:37that
- 34:39color correct fog is added i've added
- 34:40the real fog that we've rendered on top
- 34:42so there's the the fog that i rendered
- 34:45um
- 34:46this version i did it was quite really
- 34:48weak on the shader
- 34:50um so it doesn't show up that much and
- 34:52then the first thing to do to take the
- 34:54edge off
- 34:54this is quite a noisy render so i've put
- 34:57a little bit
- 34:59tiny blur on there i think it's .05 blur
- 35:02you want to do that on cg rangers just
- 35:04take the edge off sometimes
- 35:05and then to put a background here
- 35:10what i've done is i've taken
- 35:13a hdri this is again from hdr haven so
- 35:17just pick one that
- 35:18fits your scene and i've exported
- 35:22the camera from the scene as an alembic
- 35:26um and then built a
- 35:30a little 3d scene here
- 35:33and that's enabled me to project the
- 35:36background so that when the camera pans
- 35:38up
- 35:39um this sort of moves with it you could
- 35:42do it in my render out separately but
- 35:43this is just another way of doing it so
- 35:46i'm not going to go into a huge amount
- 35:47of detail in this tutorial about this
- 35:49with
- 35:50the main point this is forests but
- 35:52that's just something you can do if
- 35:53you're interested in
- 35:54getting this set up let me know in the
- 35:56comments and then the rest
- 35:58uh there's an expo glow
- 36:02which some of these nodes are from the
- 36:05fusion reactor plug-in
- 36:06um but most of them you know just color
- 36:08corrects and color curves
- 36:09like this one chroma fuse that's
- 36:11chromatic aberration so if we zoom in
- 36:13you can see it's just created some edge
- 36:16blur
- 36:16um with chromatic aberration there and
- 36:18so on and then film grain
- 36:20on top just to break it up a bit make it
- 36:21look more organic
- 36:23and i've created another bitmap here
- 36:25taking
- 36:26the whole scene taking the luminance of
- 36:29the scene so here it is
- 36:30and merging that on top which has done
- 36:34nothing
- 36:35sometimes this looks quite interesting
- 36:37if you just
- 36:39oh that's why i've forgotten it there
- 36:40was a there was actually a lens dirt
- 36:42added
- 36:43here so it was going to merge in lenster
- 36:46in the highlights but uh that's
- 36:47forgotten then i've got rays which again
- 36:51they're not really doing much that
- 36:53they're just sort of
- 36:54spilling over the background so you
- 36:56they've um they're generated separately
- 36:59from the highlights and then i'm merging
- 37:01them back on top and it's sort of
- 37:02spilling over some of the edges there
- 37:05and then a hot spot on top of that it's
- 37:07just uh
- 37:10again fill in the background with a bit
- 37:12of extra exposure and then i've just a
- 37:14couple more color corrects
- 37:16and merged in a background which is
- 37:20actually
- 37:20a it's a
- 37:24gradient which is kind of a sunny color
- 37:26gradient
- 37:28so that's all there is to it it's not a
- 37:29hugely complex comp and then i'm saving
- 37:31them out as a tga
- 37:33i've got another tutorial about how i'm
- 37:34doing this infusion
- 37:36um the steps i've been taking um and
- 37:39again how to like encode this so i've
- 37:41encoded it as an mov
- 37:44so yeah what i would say is
- 37:47if we're going to set this up i'm using
- 37:50i'm using some of i've got a plug in
- 37:53here from the reactor which is
- 37:55letting me use nuke shortcuts so if i
- 37:58hit r
- 37:59it's loading in the render so if we go
- 38:03to
- 38:05forrester one tree beauty if you're not
- 38:08using the nuke
- 38:09um shortcuts then you can just hit tab
- 38:12i think although that might also be a
- 38:14new shortcut so if it's not that it's
- 38:17i'm just so used to using nuke so um
- 38:21and then you can load in a loader
- 38:25and then again fog
- 38:29so that's the the two layers
- 38:37and they're not loading because they're
- 38:39being slow so we'll add a couple more
- 38:41there we go so let's add the alpha
- 38:44divide
- 38:46on the tree
- 38:49and then the gamma
- 38:57hit srgb
- 39:00and then alpha
- 39:04multiply
- 39:09and that's sorted out the edges and then
- 39:10we'll just copy that over
- 39:12control c v
- 39:15that's for the other part and then we'll
- 39:18do the luma key
- 39:21with the depth
- 39:26change from luminance to depth and then
- 39:28like i said it's reversed so the near
- 39:30plane is the far plane
- 39:31so grab far away and then the near plane
- 39:35here um
- 39:38and then create channel buildings
- 39:48change that to alpha foreground
- 39:52change each one to that
- 39:56i want
- 40:01okay so it's that and then we just want
- 40:04to create
- 40:05the bitmap pipe that into the bitmap
- 40:11and now we can dial in
- 40:15our fog so if i create color correct now
- 40:24use these uh the blue ones are for masks
- 40:29then we can drop the contrast a little
- 40:31bit
- 40:33maybe create a bit blue
- 40:38we've simulated a easy day
- 40:44that's cool and then create a merge mode
- 40:52think the yellow ones background green
- 40:54ones are foreground
- 40:55always forget if you pipe them in the
- 40:56wrong way around you can just hit ctrl t
- 40:58and swap them
- 40:59so that's the first part of the the comp
- 41:02um and then like i said if you go
- 41:03through your color corrections
- 41:05and so on create a blur if you want to
- 41:08make things like if you don't have
- 41:09reactor i mean it's free so you can just
- 41:11go ahead and
- 41:12download it and get some of these notes
- 41:14but you know things like um
- 41:16the chroma fuse you know kind of uh to
- 41:19create
- 41:20graphic aberration if you just hit uh if
- 41:23you create a transform node
- 41:26type that in and you
- 41:30scale the shot up by point zero
- 41:34five maybe point one let's make it
- 41:37point zero one so it's quite obvious and
- 41:39then just change it so it's only
- 41:42affecting the
- 41:43[Music]
- 41:45red channel with the the settings tab
- 41:47and just
- 41:48hit the red um
- 41:51or alternatively green whatever you
- 41:55just having the red is probably enough
- 41:56and then just change that to 0.05
- 41:59because it's a little bit too much
- 42:01that's one easy way to just create
- 42:03chromatic aberration i mean it doesn't
- 42:04look quite as good as what the node is i
- 42:05think the node has got a couple more
- 42:06nodes
- 42:07inside but it's basic way to do it um
- 42:11so yes that's that's the basic way to
- 42:12get this all comped
- 42:14and like i said if you're interested in
- 42:16getting the camera
- 42:18set up uh let me know in the comments um
- 42:20because you may not necessarily need
- 42:21that if you're if you're doing a still
- 42:22render or
- 42:23if you've done a slightly different
- 42:24camera angle so um
- 42:27so yeah that's pretty much it how you
- 42:29get uh
- 42:31a forest made in maya and arnold mash
- 42:35and comping it together in fusion so i
- 42:37hope that was helpful
- 42:39and any questions or any requests on
- 42:42further topics let me know in the
- 42:45comments below
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