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How to create forests with Maya MASH and Arnold — Transcript

by Sam Biddle · 7,063 words · 1,157 segments · language en · Watch on YouTube

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  1. 0:01[Music]
  2. 0:12first things first we're going to want
  3. 0:13some trees if we're going to make a
  4. 0:14forest
  5. 0:15so i've made a couple of trees for this
  6. 0:16tutorial and you can get them from my
  7. 0:18gumroad
  8. 0:19i'll put the the link in the description
  9. 0:21they're set up
  10. 0:23with arnold shaders and so on so they
  11. 0:24should be good to go if you're using
  12. 0:26them in maya
  13. 0:27if you're using them in a different app
  14. 0:28you could you know set it up yourself
  15. 0:30but anyway
  16. 0:31this is going to be for maya so
  17. 0:34basically what we want is we want to
  18. 0:36grab a tree
  19. 0:38and have it shaded in arnold like so and
  20. 0:41add a couple modifications to it and
  21. 0:43then export it as an s file so it can be
  22. 0:45loaded in as a stand in
  23. 0:46like this one on the left i'll show you
  24. 0:48how to do that um but the first thing to
  25. 0:50talk about is how it's shaded
  26. 0:51so if i open up the shading network i'll
  27. 0:54show you i've added a color jitter to
  28. 0:56the diffuse map so it's going to create
  29. 0:58some variation when it gets
  30. 1:00scattered so they're not all going to be
  31. 1:01the same color um
  32. 1:04so to set this up so it works with um
  33. 1:07stand-ins you're going to want to change
  34. 1:09the type to procedural
  35. 1:11and then just dial in some very small
  36. 1:12numbers so i've got a bit of saturation
  37. 1:13a bit of hue
  38. 1:14and so on um like i said this will be in
  39. 1:17the gumroad file if you want to use that
  40. 1:18but if you're setting this up yourself
  41. 1:20with your own trees
  42. 1:21or whatever just go ahead and use these
  43. 1:24kind of values um
  44. 1:26and and that should be good to go so
  45. 1:29remember procedural
  46. 1:31and then when we go ahead to export this
  47. 1:35um as a stand-in we'll grab all the bits
  48. 1:38of
  49. 1:38geometry go to arnold
  50. 1:42go to stand in export stand in click the
  51. 1:45little box there
  52. 1:46and then we want all these selected make
  53. 1:49sure you have all shading groups
  54. 1:50exported
  55. 1:51then export the selection come up with a
  56. 1:53dialog you want to save this as an s
  57. 1:55file okay
  58. 1:56and then once you've got this exported
  59. 1:58wherever you save it to
  60. 2:00you can load it back in by just creating
  61. 2:04arnold
  62. 2:05create stand-in which will create one of
  63. 2:07these boxes
  64. 2:08it will be a small bounding box when you
  65. 2:09start with and then when you load in the
  66. 2:10file
  67. 2:11they'll show you i've loaded in
  68. 2:14this pine tree that i've just created
  69. 2:16i've loaded in as a
  70. 2:18standing here and in order to
  71. 2:22make sure this works um in mash
  72. 2:25a couple of things um so we've got that
  73. 2:29procedural set up
  74. 2:30in the color jitter node but we also
  75. 2:32want to
  76. 2:33go down to arnold procedural settings
  77. 2:37and we want to turn off auto instancing
  78. 2:40and then that will enable the college
  79. 2:42editor to create the different
  80. 2:44variations
  81. 2:45per instance so that should work um
  82. 2:49so that's how we get our standards so
  83. 2:51that's the the first part
  84. 2:52sorted so in a new instance of maya
  85. 2:56let's create a ground plane make sure
  86. 2:57you set up your project and everything
  87. 2:59and so on um and so
  88. 3:03polymodeling drop a plane down we want
  89. 3:06it to be pretty big so i'm going to just
  90. 3:07scale this up to maybe 2 000 units
  91. 3:10so it's pretty massive probably could go
  92. 3:13a bit smaller but whatever um
  93. 3:15we'll just go this and see how we get on
  94. 3:17now the key thing is
  95. 3:18with this is just we want to create some
  96. 3:21nice variation for
  97. 3:22the trees to sit on you know some peaks
  98. 3:24and valleys and so on
  99. 3:25so i'm just going to increase the the
  100. 3:28subdivisions on this so maybe
  101. 3:31maybe 40. so we've got a little bit of
  102. 3:34information to work with
  103. 3:36and then just use the sculpting tools go
  104. 3:38to the sculpt and
  105. 3:39grab the first one and you know you can
  106. 3:43see you can
  107. 3:44put some shapes in there you've got
  108. 3:46control of the brush you hold down b
  109. 3:47grease will decrease your
  110. 3:49brush size if you double click on this
  111. 3:53icon on the left here you can control
  112. 3:56the the size of the strength using that
  113. 3:57as well um
  114. 4:00so what you want to do is just create
  115. 4:01some peaks and troughs really um
  116. 4:04this is just where you're going to get
  117. 4:05some sort of mountainous regions or
  118. 4:06whatever
  119. 4:08this will just make it feel a bit not
  120. 4:11you know obviously you don't want to
  121. 4:13have your trees just on a flat plane
  122. 4:15this will just create more natural
  123. 4:16looking shot and
  124. 4:18you can build this up a bit however you
  125. 4:21like and then once you've
  126. 4:23you know got it to a certain level just
  127. 4:25start playing around with where you
  128. 4:26think you might put your camera
  129. 4:28um you know somewhere where you can
  130. 4:31maybe pull off a camera move coming up
  131. 4:33and revealing
  132. 4:34or whatever so work into this for a bit
  133. 4:37and then
  134. 4:38once we've got a nice sort of landscape
  135. 4:42can just start scattering
  136. 4:46so this is the uh the ground plane that
  137. 4:49i've come up with
  138. 4:50as you can see there's some some sort of
  139. 4:52dips in the ground there
  140. 4:53creates some nice little valleys and so
  141. 4:55on and what i've done is i've just stuck
  142. 4:57a camera
  143. 4:59here um and i've animated it so
  144. 5:03it's just revealing the shot a little
  145. 5:06bit
  146. 5:07and there'll just be loads of trees here
  147. 5:08in the foreground and whatever and
  148. 5:10just reveal a sort of a larger forest
  149. 5:12beyond um
  150. 5:13so i'm not going to go into the the
  151. 5:15camera animation here um
  152. 5:17you can you know just put a couple keys
  153. 5:20down and just
  154. 5:21animate it going to and fro whatever
  155. 5:25so from this sort of point
  156. 5:28we want to import our standings so the
  157. 5:32first thing you want to do is just go to
  158. 5:33arnold and create your standards
  159. 5:34create stand in and open up your
  160. 5:38attribute editor
  161. 5:40grab the path
  162. 5:45i've put mine in my library so these are
  163. 5:48the the trees
  164. 5:50grab the that's file there
  165. 5:53and i'm going to duplicate that control
  166. 5:56d
  167. 5:59hit controller i'll hit f there as well
  168. 6:01zoomed in
  169. 6:04and we're just going to load in the
  170. 6:06other tree the broad leaf
  171. 6:11and so that's the two trees
  172. 6:15so to set up the um the mash network
  173. 6:18first thing you want to do is just
  174. 6:19select one of your trees and i suggest
  175. 6:21actually at this point just quickly
  176. 6:22name them so this one's pine and the
  177. 6:25other one
  178. 6:26is broadleaf
  179. 6:29just so you know which is which now grab
  180. 6:31the first one the pine and then go over
  181. 6:33to the mash
  182. 6:34tab and just hit this mash icon here
  183. 6:37and this will create a mask network you
  184. 6:39see our tree that's disappeared it just
  185. 6:40gets hidden if i open up the outliner
  186. 6:43it's been hidden so if you hit shift h
  187. 6:45it will unhide it again
  188. 6:47and then you can see a series of
  189. 6:54instances of that pine
  190. 6:57have been put on the the origin so
  191. 7:00if we open up the mash options which is
  192. 7:02this
  193. 7:03um icon here let's just open
  194. 7:06so we get this and then we open the
  195. 7:08attribute editor as well as control a
  196. 7:10um if you click on the distribute
  197. 7:14actually we'll need the outliner as well
  198. 7:15so grab the outliner
  199. 7:19now i've just labeled my ground plane
  200. 7:22just ground
  201. 7:23this makes it easy to find and we want
  202. 7:26to change our
  203. 7:27mesh distribute to mesh
  204. 7:30so it distributes these instances on a
  205. 7:32mesh now if you
  206. 7:33middle mouse click this ground and drag
  207. 7:36it over to input mesh
  208. 7:39we get the initial instances they're now
  209. 7:42on our mesh
  210. 7:44on our ground plane that is obviously
  211. 7:47not enough
  212. 7:48so first thing we'll do is we'll
  213. 7:50increase this to
  214. 7:51maybe 50
  215. 7:56000.
  216. 7:58so that's quite a lot and it's slowing
  217. 7:59down the viewport a bit it's a bit
  218. 8:00annoying
  219. 8:01um you'd expect with standards that it
  220. 8:03would be quite quick but
  221. 8:05for some reason with mash doing this
  222. 8:07method it's a bit slower in the viewport
  223. 8:09so
  224. 8:09when you're working with it sometimes
  225. 8:10it's probably better to until you start
  226. 8:12rendering at least maybe
  227. 8:14drop in the number so we've got about
  228. 8:16five thousand that's
  229. 8:18enough that this will run smoothly
  230. 8:21and to add the other tree to that
  231. 8:24we want to actually have that something
  232. 8:27that's reminded me so
  233. 8:28mine my mash is already set up to when i
  234. 8:31create a mash it'll
  235. 8:32default to creating a mash instance so
  236. 8:34as you can see here in the
  237. 8:36in the outliner if yours hasn't if it
  238. 8:39defaults to
  239. 8:40mash repro i think is the other version
  240. 8:42uh you can change that if you go over to
  241. 8:45[Music]
  242. 8:46mash let's have a look if i go to change
  243. 8:49from modeling to
  244. 8:50fx i think yeah so be in the fx tab
  245. 8:53there's a mash thing here if you go to
  246. 8:55utilities
  247. 8:57uh it will be
  248. 9:01or you know i think is it where is it oh
  249. 9:04yeah switch mash geometry type so you
  250. 9:06want to just
  251. 9:07if yours is a repo i think this is the
  252. 9:09other type
  253. 9:10switch it over to be an instance so
  254. 9:12that's the one you want and that's the
  255. 9:13one we're using
  256. 9:15so back on to adding mash nodes
  257. 9:19um in our attribute editor we have a
  258. 9:21bunch here and you can also select them
  259. 9:23from the mash editor but
  260. 9:24this is nice and big so we'll use this
  261. 9:27um
  262. 9:29we want to create uh some variation
  263. 9:31which we'll do in a second but we want
  264. 9:32to add our
  265. 9:33our second tree first so
  266. 9:36select the broad leaf in the outliner
  267. 9:38and then select the instancer
  268. 9:40and you can see the object list here
  269. 9:43we've already got the pines so let's
  270. 9:44just add selection the broadleaf so
  271. 9:46we've got the pine and the broad leaf
  272. 9:47and then the in order for the broadleaf
  273. 9:50to be loaded
  274. 9:51we need to select the mesh again and
  275. 9:54go to id add an id node
  276. 9:57and just change the id type linear is
  277. 9:59probably fine but we'll just change it
  278. 10:01to random and
  279. 10:02count is two so we've got two instances
  280. 10:04loaded in so you only need two ids if
  281. 10:06you had more trees loaded in
  282. 10:07let's say six you would make the id
  283. 10:09count six
  284. 10:11uh so that's given us some variation
  285. 10:14um and then to really properly
  286. 10:18um add some you know shape and size
  287. 10:21variation we'll add
  288. 10:22a random node so let's click on that add
  289. 10:25random node
  290. 10:27the first thing you want to do is um do
  291. 10:30some scale so just
  292. 10:32turn on uniform scales we don't have to
  293. 10:34do each one
  294. 10:35and just increase the scale to maybe
  295. 10:38point yeah 0.6 maybe to have some
  296. 10:42larger trees and smaller trees but
  297. 10:44you'll notice that mash at the moment
  298. 10:46it's not reflecting this um it looks
  299. 10:48like there's three trees on top of trees
  300. 10:50but
  301. 10:51that's a glitch with match mash it
  302. 10:53should be fine in rendering
  303. 10:56the next thing we want to do is just
  304. 10:58create some uh
  305. 10:59angle jitter so the first thing is go to
  306. 11:02rotation y
  307. 11:03and change it all the way to 360 and
  308. 11:06you'll see that
  309. 11:06annoyingly that some of them are
  310. 11:08following the normals and they've just
  311. 11:10rotated downwards so what we're going to
  312. 11:12need to do is go back into the
  313. 11:13distribute
  314. 11:14and change the setting here
  315. 11:18calculate rotation turn that off uh so
  316. 11:21they're all pointing up now because
  317. 11:23naturally trees um they go towards the
  318. 11:26light so they may
  319. 11:27be influenced by the hill somewhat you
  320. 11:29know grow outwards or whatever but they
  321. 11:31won't
  322. 11:31won't be growing completely sideways uh
  323. 11:34and we can add that in the random nodes
  324. 11:36so if we
  325. 11:37go to rotation x and
  326. 11:40just add a little bit you can see
  327. 11:41they're starting to lean if we add a bit
  328. 11:43of rotation
  329. 11:45z just a little bit to create that um
  330. 11:49so the rotation why that that makes sure
  331. 11:53that
  332. 11:54you know there's lots of um on the
  333. 11:56y-axis rotation so you get different
  334. 11:57sides of the tree
  335. 11:59um so that's good to go
  336. 12:03for the initial setup of the mash
  337. 12:10so what you'll probably want to do now
  338. 12:11is just get your first test renders out
  339. 12:13um
  340. 12:15before we do that it's probably a good
  341. 12:16idea to um
  342. 12:18apply a texture to your ground plane
  343. 12:20anything will do
  344. 12:21really just a sort of dirt texture i've
  345. 12:23grabbed one from i think
  346. 12:25it was yeah it was hd no what was it
  347. 12:29texture haven that's the one um
  348. 12:32what one off i used it's one of the
  349. 12:33aerials it's an aerial rocks
  350. 12:36diffuse texture i've just put it on and
  351. 12:39as it's a huge you know 2000 units i've
  352. 12:42just repeated this
  353. 12:43by 15 um and when you're loading these
  354. 12:47textures in order to if you want to
  355. 12:49you know make things easy on yourself
  356. 12:50like here have this
  357. 12:52place 2d to control all of the different
  358. 12:54textures the normal map
  359. 12:57and the diffuser and so on just middle
  360. 12:59mouse click this um
  361. 13:03alt control yeah it's control
  362. 13:07middle mouse click uh the yellow dot to
  363. 13:11the the subsequent one on the diffuser
  364. 13:13just do that to each of them and you can
  365. 13:14control them with one
  366. 13:16play cd i'll put a link in the
  367. 13:17description of
  368. 13:19uh tech shave and so you know where you
  369. 13:20can get these from so
  370. 13:22just uh so that the trees have got a
  371. 13:25kind of a appropriately colored backdrop
  372. 13:29so your initial lighting you'll want uh
  373. 13:31a skydime which i've dropped on in and
  374. 13:33again
  375. 13:34hdri haven i'll put the link in the
  376. 13:36description i've just grabbed one
  377. 13:38um there's the sort of
  378. 13:41to flood this scene give us a bit of
  379. 13:43ambient light and then because you want
  380. 13:45some sun to pick up
  381. 13:46the subsurface that the trees have got
  382. 13:49put in a directional light as well
  383. 13:51and it's just pointing sort of a low
  384. 13:54sunny
  385. 13:55direction so if i go and look through
  386. 13:56the camera
  387. 13:59you see like it should should get some
  388. 14:01sort of like backlight on the trees
  389. 14:03um so let's go ahead and do a test
  390. 14:05render
  391. 14:10and it's not working probably in the
  392. 14:12wrong render layer
  393. 14:16so let's grab yeah
  394. 14:19we'll get back to the render layers in a
  395. 14:20second
  396. 14:23okay so there you go so with very few
  397. 14:26trees
  398. 14:26not enough the um directional light is
  399. 14:30sort of bleaching out the ground plane
  400. 14:32but you can see the trees are rendering
  401. 14:34um so that's fine
  402. 14:38and it's just worth noting a couple of
  403. 14:41things
  404. 14:42i've what i've done here with the
  405. 14:44directional is i've pumped up the
  406. 14:46exposure the arnold exposure to five
  407. 14:49which is quite high
  408. 14:50and i've dropped the color temperature
  409. 14:51down to 5000 make a bit warmer
  410. 14:54that's why it's bleaching out now
  411. 14:56remember
  412. 14:57what i said about um the arnold
  413. 15:00uh procedural settings auto instancing
  414. 15:03off so in case you're not getting
  415. 15:04any uh color variation so if you we just
  416. 15:07have a quick look at that
  417. 15:08render you can see this there's some
  418. 15:10sort of more yellowy trees and some more
  419. 15:12slightly more green and that's the color
  420. 15:14jetta kicking in
  421. 15:16so that's pretty good um so that's the
  422. 15:18basics of how you get
  423. 15:20the um you know a setup scattering with
  424. 15:23match it's really quite quick and easy
  425. 15:24to do
  426. 15:25so setting this up for rendering um the
  427. 15:27first thing you're going to want to do
  428. 15:29is just really crank up the nat the uh
  429. 15:31the amount
  430. 15:31so if we go to the distribute you know
  431. 15:335000 is nowhere near enough we're
  432. 15:35probably going to need closer to 100 000
  433. 15:37i would say
  434. 15:38the one the render that i've done with
  435. 15:39this before was about that i think
  436. 15:41it's 10 100 which will be slow on the
  437. 15:44viewport so
  438. 15:45make sure when you're doing um
  439. 15:48uh a render of this um
  440. 15:52when you're doing animation sorry you uh
  441. 15:54you'll want to sort of either hide these
  442. 15:55you can hide the
  443. 15:57the instance uh just select the instance
  444. 16:00so
  445. 16:00ctrl h to hide it then you can do all
  446. 16:02your animation really quickly but
  447. 16:05when it's visible it will slow down your
  448. 16:06viewport a lot
  449. 16:09so it's just a quick test render with
  450. 16:11this
  451. 16:17see there's a lot more trees there's
  452. 16:19still a few patches that aren't covered
  453. 16:21but i don't think that's that's not too
  454. 16:23bad it's probably just about enough
  455. 16:25uh depending on how you laid out your
  456. 16:27scene and depending on the scale of
  457. 16:29trees as well because you could
  458. 16:30potentially scale up the trees
  459. 16:32so it comes down to the shot you're
  460. 16:34you're making really but if you're
  461. 16:35following along then
  462. 16:37i would just say that the trees i'm
  463. 16:38using um
  464. 16:41i've left them as the default size but
  465. 16:43again you can
  466. 16:45you can play around with the scale see
  467. 16:47what works
  468. 16:49so the way that the fog is set up is
  469. 16:51exactly the same as how we've set up the
  470. 16:53trees basically so
  471. 16:56the way to set it up here is let's hide
  472. 16:59our
  473. 17:00horrendously slowed trees let's hide
  474. 17:04these
  475. 17:05so you want the the clouds to sort of
  476. 17:06sit on a plane amongst
  477. 17:08these trees so let's create another
  478. 17:10ground plane
  479. 17:12and scale up same size so
  480. 17:162000 units just drop it on top of our
  481. 17:20ground plane maybe move it up a little
  482. 17:23bit see
  483. 17:23it's easy to select now you want this to
  484. 17:26be not renderable
  485. 17:27so open up the attributes go to arnold
  486. 17:29and turn off
  487. 17:30all of the render raw attributes so it's
  488. 17:33not renderable
  489. 17:35and give it a name like cloud scatter
  490. 17:39so now we're going to use the same
  491. 17:41method so we're going to create another
  492. 17:42mash but we'll need some class of
  493. 17:43scatter
  494. 17:44now i'm going to use some vdb clouds
  495. 17:46that i've made uh in houdini um i'll
  496. 17:48make these available on my gun road as
  497. 17:50well
  498. 17:50and the link will be in the description
  499. 17:52uh so the way to load these you just
  500. 17:54go to arnold volume
  501. 18:00and get a little volume square and
  502. 18:03just load one of the tree the the
  503. 18:08clouds i've got four of them in this
  504. 18:10little collection
  505. 18:14so cloud a hit f on the keyboard getting
  506. 18:18closer you can see it sort of under this
  507. 18:20shape i'm gonna duplicate that and i'll
  508. 18:22just go ahead and i'll
  509. 18:23load the other clouds
  510. 18:26i'm gonna move them off to the side like
  511. 18:27i did with the uh the trees so just move
  512. 18:30them over
  513. 18:31so not in the way of the shot whoops not
  514. 18:34that
  515. 18:34let's deselect them so our clouds i
  516. 18:38think we're probably gonna want to scale
  517. 18:39this up a little bit so because they're
  518. 18:42quite small i probably scale them up by
  519. 18:4310 maybe maybe a bit less maybe
  520. 18:47five and we'll add a scale of variation
  521. 18:50in the mesh anyway so select the first
  522. 18:51one
  523. 18:53and go back to the mesh tab
  524. 18:56hit the mesh button once again it's
  525. 18:58hidden it just like to keep them on here
  526. 19:00that's how i know where it is
  527. 19:02volume um
  528. 19:05and then we're going to want to do the
  529. 19:07same thing so you see that the second
  530. 19:08match here mesh
  531. 19:09probably a good idea to name these but
  532. 19:11whatever
  533. 19:12let's uh grab the second mesh change the
  534. 19:16top to mesh again get the outliner up
  535. 19:21and let's bring the
  536. 19:24cloud scatter middle mouse click and
  537. 19:25drag
  538. 19:28and we've got the cloud scatter now that
  539. 19:30should
  540. 19:31yeah we can see there's a couple little
  541. 19:32clouds there so
  542. 19:34same method as before to add the other
  543. 19:35clouds so go to outliner
  544. 19:37grab the clouds first so just grab all
  545. 19:39the volumes grab the instance sir
  546. 19:41click add selection and we've got all
  547. 19:43the volumes now there's four of them
  548. 19:45this time
  549. 19:45so if we go to mash you want to go to
  550. 19:48id add another id node let's click id
  551. 19:52didn't go to it and we've got four you
  552. 19:56see it's done at four
  553. 19:57now so just click random again let's do
  554. 19:59the same
  555. 20:00what we've done the trees add some
  556. 20:01variation so back to the home
  557. 20:03press random add a random node and then
  558. 20:06we're going to just do
  559. 20:07you know 180 degrees random wire
  560. 20:10rotation
  561. 20:12actually it's not enough to see so let's
  562. 20:14just pump up the amount we've got
  563. 20:18say five thousand
  564. 20:22yeah that's fine
  565. 20:27so in the random would turn on the
  566. 20:28uniform scale we'll scale them up quite
  567. 20:31a big you know we want a lot of big
  568. 20:32clouds here
  569. 20:36because we're going to make them quite
  570. 20:38wispy shading wise and also position
  571. 20:40wise
  572. 20:41we want some variation on the y-axis
  573. 20:43because our ground our
  574. 20:44scatter plane's flat but we don't want
  575. 20:46the clouds to be perfectly flat on a
  576. 20:47singular blank one to be
  577. 20:49very yeah there are a lot of variations
  578. 20:51so maybe you can crank this up to 100
  579. 20:54maybe a bit less 50 depending on what
  580. 20:57looks good
  581. 20:58and actually the only way to judge that
  582. 20:59is to render it so once we've got this
  583. 21:01initial
  584. 21:02um layout of clouds
  585. 21:06we'll want to just give it a shader so
  586. 21:09let's open up the hypershade
  587. 21:11go to shaders and
  588. 21:14standard volume and we'll just call this
  589. 21:18cloud
  590. 21:21just minimize this to the side
  591. 21:27now if we grab the outliner and just
  592. 21:30drop this onto our
  593. 21:32volumes should label these as well by
  594. 21:34being lazy
  595. 21:35right so assign these to the cloud and
  596. 21:39because it's we want it to be wispy
  597. 21:40cloud this is uh there's a good amount
  598. 21:42of density i made these clouds in the
  599. 21:44houdini so there's a bit density break
  600. 21:46up in there but we want it to be really
  601. 21:47wispy so probably
  602. 21:480.02 is a good starting point for the
  603. 21:52the density and
  604. 21:56let's go ahead and go to our render
  605. 21:59camera and just see what's going on
  606. 22:04still probably too dense actually
  607. 22:09so let's open up i'm going to leave this
  608. 22:12open rendering in the ipr and just open
  609. 22:14up the
  610. 22:15um the cloud shader again
  611. 22:18and drop that to 0.01
  612. 22:24i'll take it oh it's not click the play
  613. 22:26button to update it
  614. 22:30still too much i'd say point point zero
  615. 22:33zero one
  616. 22:35yeah that's kind of what i had in mind
  617. 22:38more
  618. 22:39so what i'll do now is i'll unhide the
  619. 22:42the trees
  620. 22:42and render it on top of the trees just
  621. 22:44to see what that looks like and then
  622. 22:45we'll go into rendering so it's going to
  623. 22:47unhide the tree and sensor
  624. 22:49this might take a minute to render now
  625. 22:51because there's a lot of instances being
  626. 22:53loaded
  627. 22:55so let's just render these and see what
  628. 22:56happens
  629. 22:59yeah it's kind of it's nearly there
  630. 23:01really um
  631. 23:03probably want to drop the the density
  632. 23:04just a little bit more so it's so dense
  633. 23:06you can't see
  634. 23:08through to the the ground there but
  635. 23:09depending on the look you want maybe
  636. 23:11that's
  637. 23:11fine um i want to be a bit more wispy
  638. 23:14than that
  639. 23:15so i'm gonna go back into the shader
  640. 23:18and i'm gonna go even lower so point
  641. 23:22zero zero zero five oh is that yeah
  642. 23:28one other thing that can work is uh if
  643. 23:30you go down to
  644. 23:32transparency you can increase the
  645. 23:33transparency weight
  646. 23:35so i might crank that up
  647. 23:39yeah something like that play around
  648. 23:41with the shadow and
  649. 23:42see if you get where you like uh it's
  650. 23:44just about creating sort of a foggy
  651. 23:45environment
  652. 23:46you know atmosphere you can also try
  653. 23:48using the the um
  654. 23:50environment atmosphere and environment
  655. 23:52fog settings in the renderer but
  656. 23:54using these um vdbs you can you know
  657. 23:57control things a bit more so
  658. 23:59so something like that it looks okay
  659. 24:02um so coming to render this
  660. 24:06it's going to be quite a long render
  661. 24:07i've done this i've rendered this scene
  662. 24:09obviously already so it was a quite a
  663. 24:11long render and i've got a 16 core
  664. 24:13machine so
  665. 24:14depending on how strong your machine is
  666. 24:16you'll want to do a few things to speed
  667. 24:19it up so the first thing is
  668. 24:20is that um when i rendered it i rendered
  669. 24:23it with sort of draft samples and that
  670. 24:25was one thing
  671. 24:26um so if you go to render i
  672. 24:30actually left these all default now to
  673. 24:32get a cleaner render you'll want to
  674. 24:33crank this up a bit but
  675. 24:35you know it's already
  676. 24:38slow and that's because of the
  677. 24:40subsurface so there's a few things i'd
  678. 24:42suggest one is
  679. 24:43the subsurface on the trees if you
  680. 24:46don't if well if you depending on your
  681. 24:49lighting setup and what you want to get
  682. 24:50because you get this nice sort of back
  683. 24:51scatter effect with the
  684. 24:53the subsurface you could potentially
  685. 24:55turn that off that would speed things up
  686. 24:56a lot
  687. 24:58so that's one way to get a much faster
  688. 25:00render uh
  689. 25:01or you could do what i've done which is
  690. 25:04sort of draft samples um and then
  691. 25:07denoise
  692. 25:08in post now i've done a bit of a hacky
  693. 25:11denoise so i've
  694. 25:12rendered out the comp and then gone into
  695. 25:14davinci resolve
  696. 25:16and denoised in there using the the the
  697. 25:18denoiser there
  698. 25:20one other thing you can do in maya which
  699. 25:21would probably give you a cleaner result
  700. 25:23is
  701. 25:24um you've got the arnold uh
  702. 25:28d-noise aovs if we go to the aivs
  703. 25:32open up denoiser if you click output
  704. 25:35denoising aovs it will add those
  705. 25:39you can use those to denoise it in post
  706. 25:41i won't go into it in this tutorial this
  707. 25:42this out there you know the
  708. 25:43information's out there probably on the
  709. 25:45arnold docks but that's one way to get
  710. 25:47cleaner results so
  711. 25:48either either dial back
  712. 25:52the subsurface or
  713. 25:55you know do a draft version with
  714. 25:58denoising rv so it's two ways to get a
  715. 26:00sort of a better quicker render because
  716. 26:01if you're rendering this on like a
  717. 26:03quad-core machine um
  718. 26:05this will probably take a few days i
  719. 26:06think on on my machine it's an uh
  720. 26:08ryzen machine it took about 28 hours to
  721. 26:11get 100 frames which is
  722. 26:13it's not too bad but it is quite long if
  723. 26:14you compare that to what a gpu renderer
  724. 26:16can do
  725. 26:17so that's enough waffle about rendering
  726. 26:20let's set up um how we're going to
  727. 26:23render this in layers
  728. 26:24let's take a look
  729. 26:28so let's create two layers one
  730. 26:32just label the trees and the other one
  731. 26:36and actually call this trees underscore
  732. 26:39beauty
  733. 26:40and in this you want to just create a
  734. 26:42collection which is geo
  735. 26:45um and you collect all of your
  736. 26:48geo so the trees the ground
  737. 26:51and the trees scatter and you can see
  738. 26:54already set up here
  739. 26:56is a set so if you with this selected if
  740. 26:59you go to create
  741. 27:01set it will create a set here and in the
  742. 27:04set
  743. 27:04you've got some extra attributes which
  744. 27:06we'll use so you go to
  745. 27:08arnold in the set and you've got arnold
  746. 27:10overrides
  747. 27:12you can click add and you get a whole
  748. 27:16list of them
  749. 27:17and the one i add is ai matte just type
  750. 27:20in a
  751. 27:20i capital m press enter it's not visible
  752. 27:24because i've already added it but it'll
  753. 27:25be visible
  754. 27:26add that and there's a glitch in my as
  755. 27:28usual it's not showing it here
  756. 27:30normally it shows it in the attributes
  757. 27:31but it should be shown in the extra
  758. 27:32attributes as well
  759. 27:34so we'll use that in the other in the
  760. 27:36fog layer
  761. 27:37just so that's ready that's set up
  762. 27:41and then selecting the geo group if we
  763. 27:44change our layer so we're looking at
  764. 27:46this one layer there's nothing but then
  765. 27:47if we add
  766. 27:48geo it's here um
  767. 27:52and i can't see our instance uh the
  768. 27:56instance has not been added to
  769. 27:57our set so i'll add that
  770. 28:01should take a second there you go so
  771. 28:04if we just do a quick test render we
  772. 28:05should just get the trees without
  773. 28:08the fog so let's have a look
  774. 28:13see trees without fog that's fine
  775. 28:16and then let's just quickly go over the
  776. 28:18aovs i've added for this it's quite
  777. 28:20simple i've just put
  778. 28:21a depth and crypto so this is just so i
  779. 28:25can
  780. 28:25meddle around with the colors of the
  781. 28:27trees in post and
  782. 28:29the depth just so we could create a bit
  783. 28:30of you know either depth of field or
  784. 28:33some
  785. 28:33extra fog in comp uh there's a few more
  786. 28:36you could add but
  787. 28:36let's keep it simple these two and like
  788. 28:38i said denoising arvs
  789. 28:40um is a good idea i'm not gonna do it
  790. 28:43because i've already
  791. 28:44done my crappy cheap way of doing it
  792. 28:47um so that's that lavender layer and you
  793. 28:50want to turn off by the way
  794. 28:51this icon here you turn it off for the
  795. 28:53master legs we don't want to render the
  796. 28:54master layer
  797. 28:55and then the fog layer we want to create
  798. 28:58a
  799. 28:59another collection uh it's quite fun
  800. 29:02and you'll want to add your fog
  801. 29:05and the mash instance so the second one
  802. 29:08with the fog on it so oh and also you
  803. 29:10want to add
  804. 29:11well you want to add actually so you add
  805. 29:13these ones like this
  806. 29:15but there's no ground plane so we need
  807. 29:16that and we need the trees to be
  808. 29:18like a hold out on that for the fog so
  809. 29:21to do that
  810. 29:22go back to our our set
  811. 29:25and you'll see we've got that ai map
  812. 29:27that we created here
  813. 29:28now if we right click on this and create
  814. 29:31absolute override for visible air it
  815. 29:32will go orange
  816. 29:34and that will add this so it's added it
  817. 29:36you can see it now turn it on
  818. 29:38so now
  819. 29:41the all the geometry we've added
  820. 29:44will be a mapped but one thing you must
  821. 29:47do
  822. 29:47for this to work with um arnold
  823. 29:50standings
  824. 29:51is go to one of them so the broadleaf
  825. 29:53for example
  826. 29:55it will not work as a map until you go
  827. 29:58to standing overrides
  828. 29:59and turn on override mat so make sure
  829. 30:02make sure you do that
  830. 30:03with each of the trees or as many trees
  831. 30:07as you've done they have to have that
  832. 30:08turned on
  833. 30:08and then now that everything's enabled
  834. 30:12in this layer and you've got that
  835. 30:14mat if we render this we'll get the fog
  836. 30:18on the trees and the trees will be a
  837. 30:20black holdout
  838. 30:22so you can see you've got that masked so
  839. 30:24then when we come to comping it
  840. 30:26just put it on the top um and it should
  841. 30:29work nicely
  842. 30:31so that's just about it for rendering
  843. 30:35and with these two render layers set up
  844. 30:37uh
  845. 30:39it's going to render a lot quicker than
  846. 30:40rendering them as one render layer
  847. 30:42basically
  848. 30:43so the only find the final thing is just
  849. 30:46to go over a couple of the arnold
  850. 30:47settings so like i said
  851. 30:48leaving this as a draft so
  852. 30:52if you want a nicer render crank up
  853. 30:53those settings there
  854. 30:55um i think i increased the rate at the
  855. 30:57diffuse bounces to two
  856. 30:59that probably slowed down so again think
  857. 31:01about that if you want it to be faster
  858. 31:04i've said it to be a 1080p render again
  859. 31:07maybe a bit slower could drop the res um
  860. 31:11make sure you set up your camera so i've
  861. 31:13got my render cam set up there
  862. 31:15frame range setup and then you want
  863. 31:17there's a number of things you want for
  864. 31:19your exr settings you want it to be a
  865. 31:21zips
  866. 31:22compression half precision turn off
  867. 31:25tiled
  868. 31:26because that speeds up in new confusion
  869. 31:29auto crop
  870. 31:29in case you're using nuke and merge air
  871. 31:32v's
  872. 31:33so that you get them all in a single exr
  873. 31:36so that's your basic render settings
  874. 31:38done
  875. 31:38we've got the avs the only thing that's
  876. 31:40left to do is to go to
  877. 31:42the rendering tab and go to render
  878. 31:46render sequence click the the box there
  879. 31:48it will come up with this
  880. 31:50make sure the camera is selected all
  881. 31:52render layers enabled so we've got
  882. 31:54just these two render sequence and then
  883. 31:59depending on how powerful your system is
  884. 32:01um in a day you might have a result or
  885. 32:03if you've got a threadripper maybe a lot
  886. 32:05quicker
  887. 32:07okay so this is the fusion comp that
  888. 32:09i've set up
  889. 32:10so if you're doing this in nuke a lot of
  890. 32:12this is applicable and
  891. 32:13vice versa we're just going to do in
  892. 32:14fusion um
  893. 32:16i'll quickly go over what i've done and
  894. 32:17then we'll build a basic comp
  895. 32:20with the renders so what i've gone ahead
  896. 32:22with here is i've got the
  897. 32:24the tree beauty which is this one and
  898. 32:27actually i mistakenly rendered this
  899. 32:29with tiling turned on in the exhaust
  900. 32:31setting so it's actually a bit slower
  901. 32:32than it should be
  902. 32:33um if you've done what i did which in
  903. 32:35the previous part was just turn it off
  904. 32:37it should be faster
  905. 32:39so we've got the fog and the trees now
  906. 32:42first thing
  907. 32:42you need to do in fusion don't need to
  908. 32:43do this in nuke is color management so
  909. 32:46you want to put a gamma on to bring it
  910. 32:48to the right color space so
  911. 32:49the gamma is set to srgb um
  912. 32:53and that just corrects the color space
  913. 32:55now the reason i've put an alpha divide
  914. 32:57node before both of those to bring it to
  915. 33:00correct color space is if you don't have
  916. 33:01a divide and multiply
  917. 33:03whenever you do any color manipulation
  918. 33:05so you can see i've got color correct
  919. 33:06here and i've got the gamma changing the
  920. 33:08color space
  921. 33:09if you have no primal and unpremol which
  922. 33:12is what these are then
  923. 33:14your edges your alpha edges will get
  924. 33:16ruined
  925. 33:17so if i turn them off you'll see control
  926. 33:20p
  927. 33:20turns off see uh
  928. 33:24probably help if i show the end result
  929. 33:28so let's turn these yeah like
  930. 33:33so make sure you have those when you're
  931. 33:35doing color corrections to both
  932. 33:37your layers and then you see on the left
  933. 33:39here i've got um a lumi
  934. 33:41keyer here this is picking up the depth
  935. 33:43so it's set to
  936. 33:44channel depth and because it's come from
  937. 33:47arnold
  938. 33:48some for some reason fusion thinks that
  939. 33:51the
  940. 33:52depth is inverted so you have to choose
  941. 33:55the near plane is actually the fire
  942. 33:57plane and the far plane is actually the
  943. 33:59near plane so just bear that in mind and
  944. 34:01then you just want to pipe that into
  945. 34:03the channel blue lines in channel
  946. 34:05balloons you switch all of the channels
  947. 34:07to alpha foreground which gives you this
  948. 34:09mask
  949. 34:10then if you pipe that into a bitmap
  950. 34:14then you get the mask and you get bit
  951. 34:17more control of this if you
  952. 34:19now that that's piped in you can you
  953. 34:21know control the
  954. 34:22strength of the alpha or whatever so
  955. 34:24this is
  956. 34:26nice for adding an extra bit of fog so
  957. 34:27if i show you that
  958. 34:30it's just a bit of environmental kind of
  959. 34:32fog that you would normally get
  960. 34:34on a large scale scene and then once
  961. 34:37that
  962. 34:39color correct fog is added i've added
  963. 34:40the real fog that we've rendered on top
  964. 34:42so there's the the fog that i rendered
  965. 34:45um
  966. 34:46this version i did it was quite really
  967. 34:48weak on the shader
  968. 34:50um so it doesn't show up that much and
  969. 34:52then the first thing to do to take the
  970. 34:54edge off
  971. 34:54this is quite a noisy render so i've put
  972. 34:57a little bit
  973. 34:59tiny blur on there i think it's .05 blur
  974. 35:02you want to do that on cg rangers just
  975. 35:04take the edge off sometimes
  976. 35:05and then to put a background here
  977. 35:10what i've done is i've taken
  978. 35:13a hdri this is again from hdr haven so
  979. 35:17just pick one that
  980. 35:18fits your scene and i've exported
  981. 35:22the camera from the scene as an alembic
  982. 35:26um and then built a
  983. 35:30a little 3d scene here
  984. 35:33and that's enabled me to project the
  985. 35:36background so that when the camera pans
  986. 35:38up
  987. 35:39um this sort of moves with it you could
  988. 35:42do it in my render out separately but
  989. 35:43this is just another way of doing it so
  990. 35:46i'm not going to go into a huge amount
  991. 35:47of detail in this tutorial about this
  992. 35:49with
  993. 35:50the main point this is forests but
  994. 35:52that's just something you can do if
  995. 35:53you're interested in
  996. 35:54getting this set up let me know in the
  997. 35:56comments and then the rest
  998. 35:58uh there's an expo glow
  999. 36:02which some of these nodes are from the
  1000. 36:05fusion reactor plug-in
  1001. 36:06um but most of them you know just color
  1002. 36:08corrects and color curves
  1003. 36:09like this one chroma fuse that's
  1004. 36:11chromatic aberration so if we zoom in
  1005. 36:13you can see it's just created some edge
  1006. 36:16blur
  1007. 36:16um with chromatic aberration there and
  1008. 36:18so on and then film grain
  1009. 36:20on top just to break it up a bit make it
  1010. 36:21look more organic
  1011. 36:23and i've created another bitmap here
  1012. 36:25taking
  1013. 36:26the whole scene taking the luminance of
  1014. 36:29the scene so here it is
  1015. 36:30and merging that on top which has done
  1016. 36:34nothing
  1017. 36:35sometimes this looks quite interesting
  1018. 36:37if you just
  1019. 36:39oh that's why i've forgotten it there
  1020. 36:40was a there was actually a lens dirt
  1021. 36:42added
  1022. 36:43here so it was going to merge in lenster
  1023. 36:46in the highlights but uh that's
  1024. 36:47forgotten then i've got rays which again
  1025. 36:51they're not really doing much that
  1026. 36:53they're just sort of
  1027. 36:54spilling over the background so you
  1028. 36:56they've um they're generated separately
  1029. 36:59from the highlights and then i'm merging
  1030. 37:01them back on top and it's sort of
  1031. 37:02spilling over some of the edges there
  1032. 37:05and then a hot spot on top of that it's
  1033. 37:07just uh
  1034. 37:10again fill in the background with a bit
  1035. 37:12of extra exposure and then i've just a
  1036. 37:14couple more color corrects
  1037. 37:16and merged in a background which is
  1038. 37:20actually
  1039. 37:20a it's a
  1040. 37:24gradient which is kind of a sunny color
  1041. 37:26gradient
  1042. 37:28so that's all there is to it it's not a
  1043. 37:29hugely complex comp and then i'm saving
  1044. 37:31them out as a tga
  1045. 37:33i've got another tutorial about how i'm
  1046. 37:34doing this infusion
  1047. 37:36um the steps i've been taking um and
  1048. 37:39again how to like encode this so i've
  1049. 37:41encoded it as an mov
  1050. 37:44so yeah what i would say is
  1051. 37:47if we're going to set this up i'm using
  1052. 37:50i'm using some of i've got a plug in
  1053. 37:53here from the reactor which is
  1054. 37:55letting me use nuke shortcuts so if i
  1055. 37:58hit r
  1056. 37:59it's loading in the render so if we go
  1057. 38:03to
  1058. 38:05forrester one tree beauty if you're not
  1059. 38:08using the nuke
  1060. 38:09um shortcuts then you can just hit tab
  1061. 38:12i think although that might also be a
  1062. 38:14new shortcut so if it's not that it's
  1063. 38:17i'm just so used to using nuke so um
  1064. 38:21and then you can load in a loader
  1065. 38:25and then again fog
  1066. 38:29so that's the the two layers
  1067. 38:37and they're not loading because they're
  1068. 38:39being slow so we'll add a couple more
  1069. 38:41there we go so let's add the alpha
  1070. 38:44divide
  1071. 38:46on the tree
  1072. 38:49and then the gamma
  1073. 38:57hit srgb
  1074. 39:00and then alpha
  1075. 39:04multiply
  1076. 39:09and that's sorted out the edges and then
  1077. 39:10we'll just copy that over
  1078. 39:12control c v
  1079. 39:15that's for the other part and then we'll
  1080. 39:18do the luma key
  1081. 39:21with the depth
  1082. 39:26change from luminance to depth and then
  1083. 39:28like i said it's reversed so the near
  1084. 39:30plane is the far plane
  1085. 39:31so grab far away and then the near plane
  1086. 39:35here um
  1087. 39:38and then create channel buildings
  1088. 39:48change that to alpha foreground
  1089. 39:52change each one to that
  1090. 39:56i want
  1091. 40:01okay so it's that and then we just want
  1092. 40:04to create
  1093. 40:05the bitmap pipe that into the bitmap
  1094. 40:11and now we can dial in
  1095. 40:15our fog so if i create color correct now
  1096. 40:24use these uh the blue ones are for masks
  1097. 40:29then we can drop the contrast a little
  1098. 40:31bit
  1099. 40:33maybe create a bit blue
  1100. 40:38we've simulated a easy day
  1101. 40:44that's cool and then create a merge mode
  1102. 40:52think the yellow ones background green
  1103. 40:54ones are foreground
  1104. 40:55always forget if you pipe them in the
  1105. 40:56wrong way around you can just hit ctrl t
  1106. 40:58and swap them
  1107. 40:59so that's the first part of the the comp
  1108. 41:02um and then like i said if you go
  1109. 41:03through your color corrections
  1110. 41:05and so on create a blur if you want to
  1111. 41:08make things like if you don't have
  1112. 41:09reactor i mean it's free so you can just
  1113. 41:11go ahead and
  1114. 41:12download it and get some of these notes
  1115. 41:14but you know things like um
  1116. 41:16the chroma fuse you know kind of uh to
  1117. 41:19create
  1118. 41:20graphic aberration if you just hit uh if
  1119. 41:23you create a transform node
  1120. 41:26type that in and you
  1121. 41:30scale the shot up by point zero
  1122. 41:34five maybe point one let's make it
  1123. 41:37point zero one so it's quite obvious and
  1124. 41:39then just change it so it's only
  1125. 41:42affecting the
  1126. 41:43[Music]
  1127. 41:45red channel with the the settings tab
  1128. 41:47and just
  1129. 41:48hit the red um
  1130. 41:51or alternatively green whatever you
  1131. 41:55just having the red is probably enough
  1132. 41:56and then just change that to 0.05
  1133. 41:59because it's a little bit too much
  1134. 42:01that's one easy way to just create
  1135. 42:03chromatic aberration i mean it doesn't
  1136. 42:04look quite as good as what the node is i
  1137. 42:05think the node has got a couple more
  1138. 42:06nodes
  1139. 42:07inside but it's basic way to do it um
  1140. 42:11so yes that's that's the basic way to
  1141. 42:12get this all comped
  1142. 42:14and like i said if you're interested in
  1143. 42:16getting the camera
  1144. 42:18set up uh let me know in the comments um
  1145. 42:20because you may not necessarily need
  1146. 42:21that if you're if you're doing a still
  1147. 42:22render or
  1148. 42:23if you've done a slightly different
  1149. 42:24camera angle so um
  1150. 42:27so yeah that's pretty much it how you
  1151. 42:29get uh
  1152. 42:31a forest made in maya and arnold mash
  1153. 42:35and comping it together in fusion so i
  1154. 42:37hope that was helpful
  1155. 42:39and any questions or any requests on
  1156. 42:42further topics let me know in the
  1157. 42:45comments below

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