Soft underfoot…

A quickie environment material, shot at a bus stop in a leafy area. The camera was on burst mode, so it took a load of photos every time I clicked, I wasn’t sure what was up with it when it took so long to respond! The pictures weren’t super sharp, but weren’t as blurry as I suspected they might be from the handheld movement. All rendering is real-time in Toolbag 3, here’s a sphere with the end result:

 

Applied to a ground plane for context:

 

Here’s the initial tessellation of the ground plane, I kept it flat as there are pools of standing water among the leaves, and adding noise into the ground plane curved the water surface and looked bad. I used the useful “water level” node in Substance Designer to add the water puddles and have all maps updated automatically. There was a slight slope to the ground I shot, and this was reflected in the height map, so I went back into Knald to generate a “flatter” height map from normals. This worked better with the puddles. Designer was also used for AO cancellation in the albedo and to correct texture values for PBR.

 

Further tessellation of the ground with Toolbag’s PN triangles.

 

Added sub surface scattering to catch the seasonal low sun light:

 

Breakdown:

Now with bonus ambient sound! (Thanks YouTube!)

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~ by petemcnally on November 13, 2018.

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