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Cornucopia3D "Making of"


Each week, Cornucopia3D is turning the spotlight on a member of the Vue community. There are so many interesting people doing wonderful things with the Vue line of products, we wanted to share the wealth!

Now that we've done our maps in Photoshop, and created our Vue terrains using them, we'll give them another workout in the material editor! This week, Daniel shows us the basics of how to use the maps as material distribution maps to create a mixed material as a base for next week's ecosystem.


Making of "Hiking Trail" Part 3.1 by Daniel Respaud

The idea of this path came from a hike I have done over 25 years ago (oops... what a bit of age!). One year on vacation in the mountains, family activities focused on hiking. It was very early in the morning and we traveled 10 km on foot... a horror, even if today we laugh, and it went well. On this average mountain, on a hiking path, my sister stopped abruptly: she wanted to stop walking and was screaming that she wanted to be picked up a helicopter! For my part, I couldn't take a step without complaining. Yet, at this difficult time, there was one different path up, and yet it was the more complicated: the ways were confusing and bad, streams and
mudflows crossed the trail; it would sometimes climb slopes... It was not relaxing at all compared to what we had climbed already. I kept my courage and will and and kept climbing back and forth between streams and large stones. The image "Hiking trail" is inspired by this adventurous time.

Tools utilized for this image:

Vue 10 Infinite
Photoshop or another similar program that can manage layers and can draw, like The Gimp.

Files Supplied:

(Click on this link to download the files below)

Photoshop (CS5 version) file with layers that have created the field, distribution of materials, and ecosystems.
JPG images to generate field and distribution of materials/ecosystems.
The atmosphere
A slab (without a material)

The 6 Steps:

1. In Photoshop, creating images that will enable field and the distribution of contents.
2. Creation of terrain
3. Materials and Ecosystem
4. Adding objects
5. Atmosphere
6. Rendering and postwork

Part 3: Materials and Ecosystems

This week we will create the materials; next week we will continue Part 3 and create the ecosystems.

1.  Now that we have our terrains created with the structure we want, it remained to dress them. We need separate materials for the road edges and path, and plenty of variety in the tone and appearance of the materials, to make the scene realistic in those areas where there will be no ecosystem objects.

2.  The first plan is composed of 4 contents: 2 for the path and 2 for the edges. Here is a screenshot of the finished material:

3.  The road and the path are separated by a distribution function created with one of the above (step 1) created Photoshop images. To create this distribution function, here is what I did:

I first opened the material of the terrain, I checked the box "Mixed Material", and finally, after a right click on distribution, I selected the option "Edit Function":

In the function editor, I clicked on the button "Add texture Map" (Point 1 in the following screen shot), I have loaded the image "2_road.jpg" created previously in Photoshop (Point 2 of the following screen shot), and finally, I connected the "Texture Map" node to the node "Distribution" (item 3 of the following screenshot)... and I validated by clicking on the "OK" button :

Important note: in the creation of ecosystems, the previous handling will be rebuilt for the  "Variable Density" option. It will therefore refer to what has been seen just above, because I have not rewritten these steps!

Now you must ensure that the mapping is "Parametric Object" and the scale to "1.00" option. If these 2 settings are not at these values, images created in Photoshop will not properly apply to the field. Also for the Ecosystem that will be created next week, we will need to ensure that these 2 values are also present for all Ecosystems.

Note: once you have validated the distribution material, the black of the image that was used to make the separation will correspond to the roadside (the material left in the materials editor) and white will be the path (the right material):

For the "material 1" (the left), I used 2 contents: one made from a texture retrieved on the Internet and the other is a procedural material provided with Vue... I have also separated them by a function named "Grainy Fractal" present in the library of functions, in the "Basic" part (this is the first in this list). Here is a screenshot that shows the mixing of these 2 materials that make up the edges of the path:

Note: the material with the texture of grass, I had to reduce its scale, because otherwise, the texture was too great and the blades of grass were several metres long (I therefore put the value "0.1" instead of "1.00"):

For the material of the path, I also used 2 contents mixed with the "Grainy Fractal" function (also previously used). There is a procedural material provided in Vue, and other materials consisting of a texture which I had to increase the scale:

4.  Once the material was finished, I added the ecosystem. We will do that next week.

5.  Here's what our result will be once we have added the ecosystems:

Please take some time to experiment with using different materials with the distribution function so you can understand how it works; you can even used brightly colored materials so you can see very clearly. Get ready for ecosystems next week!  Daniel


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