Cornucopia3D Focus


Each month, 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!

Many Vue users are familiar with GeoControl, a standalone application for creation of digital terrains with accurate environmental details. Olivier Ffrench has created a special customized tutorial just for you, illustrating how he uses GeoControl to create a landscape in Vue. We hope you enjoy his tutorial, and remember to check out GeoControl 2 in the Cornucopia3D store!


Interview with Olivier Ffrench


Cornucopia3D: Hello, Olivier; Thank you for agreeing to talk with us. Can you tell us a little about yourself?

Olivier: I am a freelance internet consultant living close to Paris. I mainly use Vue for a hobby, but occasionally I make images for web banners or printed documents with it.


Cornucopia3D: Do you have any background or education in art?

Olivier: No. I am not very good at drawing, except for very rough sketches. I have been involved in photography since 2001 which helped me with my 3d scenes.


Cornucopia3D: How did you become interested in digital art?

Olivier: I started using Photoshop with filters back in 1996 and then switched to 3d after trying the demo of Bryce 2.






Cornucopia3D: What version of Vue did you start with? What version are you using these days?

Olivier: I tried versions 1.2 and 3.1, but really started using it with version 6.


Cornucopia3D: What genres of art are you particularly interested in for your digital artwork?

Olivier: I try to focus on fantasy illustrations, but tend to do many other things, depending on my sources of inspiration: books, music and works by other artists (mainly digital art).






Cornucopia3D: We would like to find out how you use specific features of Vue in your artwork. Can you tell us how you typically use terrains? Do you use standard or procedural terrains or a mixture? How do you typically use the terrain editor?

Olivier: I make heavy use of Geocontrol for terrains. I used the resulting heightfields with procedural terrains in Vue 6, but now I use them with standard terrains in Vue 7. I appreciate the improvements of procedural terrains in Vue 7, especially for flyovers.


Cornucopia3D: One of the most famous features of Vue is SolidGrowth vegetation, and the Vue plant editor. How do you use Vue's SolidGrowth vegetation in your images? Do you have a favorite image you've done that highlights your use of Vue's plants? Do you create your own variations in the plant editor?

Olivier: I use SolidGrowth plants most of the time. I only use external models (mostly XFrog ones) when no SolidGrowth alternatives are available. Last summer, I spent a lot of time sampling plants during my holidays, and have made a dozen or so plants which I use in my scenes.






Cornucopia3D: What are your favorite settings to work with in Vue's atmosphere editor? What features of Vue atmospheres do you work with most?

Olivier: The features I like most are the radiosity settings, along with the godrays. I like to make hazy early morning atmospheres, strongly backlit or with the sun very low. I also like the possibility to have the sun in the frame and move it to place it behind clouds.


Cornucopia3D: Do you find lighting to be an important part of creating your scenes?

Olivier: It is essential, especially if you want to achieve a realistic result. Lighting is one of the things that can both suspend disbelief and make a scene realistic.






Cornucopia3D: Many artists find Vue's material editor to be a powerful tool in their arsenal. How do you use the material editor?

Olivier: It is indeed very powerful. I think I have mastered most of its basic principles but often find myself at a loss when trying to achieve specific results. I often use seamless bitmap textures or combinations of bitmaps and procedurals as a result.


Cornucopia3D: What software do you use in conjunction with Vue?

Olivier: Hexagon for 3d models, ImageSynth 2 to make seamless texture maps, CrazyBump to generate bump maps and Poser for 3d characters.






Cornucopia3D: Where would you like to see Vue evolve in the future?

Olivier: I wish E-On could create a new terrain editor with Geocontrol-like features to make realistic erosion, river, roads, tunnels. I would also love to have a plant creator, a cross breed between the existing one, XFrog and Plant Studio that would enable us to simulate seasonal changes and growth (I think there really is a market for this). Also, there may still be improvements to be made to the scene preview in order to get a better idea of what the final result will look like. Interactive previews like the ones you get with FPrime would be great (but I suspect this would be a nightmare to do this with ecosystems).


Cornucopia3D: Thanks for sharing with us, . Please take the time to visit his gallery to enjoy his work. http://www.virtual-lands-3d.com


Cornucopia3D Tutorial


"Mad Gorges" in 5 Steps



Introduction

This image was inspired by the wonders of Chinese landscapes. I wanted to recreate a landscape with jagged peaks and push Geocontrol 2 to its limits.

As always, I tried to introduce a fantasy element in it. I first chose a tower, but then selected the church of the elven village by Chikako.

Here are the various steps of this tutorial:

  1. Terrain creation in Geocontrol
  2. Exports and imports in Vue
  3. Material distribution on the main terrain
  4. Replacing with real materials
  5. Other elements and atmosphere



Step 1. Terrain creation in Geocontrol

I started by defining the terrain shape. Geocontrol does not allow you to paint terrains like Vue does. Rather, you work with isolines to define your terrain shape.

To create this shape I worked with 4 sets of isolines:

  • Base terrain
  • Peaks
  • Main river
  • Small rivers

    The main problem was to create large peaks in a rather flat landscapes.



    Next, I worked on the terrain filters. While the isolines define the general shape of your terrain, filters give it its unique look by creating canyons, cliffs or erosion.

    This terrain needed three filters:

  • Terraces smooth to create the cliffs
  • Straight hills to create the bottom area shape
  • Thin flows sediments to create the eroded areas



    I wanted to add cascades coming from various cliffs so I added rivers. This is a unique feature of Geocontrol 2. You place springs, decide the type of rivers you want, whether you want lakes or not, and click the postwork button. Geocontrol then places rivers and lakes where appropriate.







    Step 2. Exports and imports in Vue

    I generated this terrain in 2048*2048 size. 4096*4096 would have been great too, but I kept having odd results with it. I exported the terrain in tiff 16 bit greyscale for use in Vue.




    I then exported two material distribution maps. This feature of Geocontrol enables you to have materials on specific areas of your Vue terrain: rocky areas, sediments or water for instance.

    In this case I wanted sediments and water.

    In the selectors menu, I selected thin flows sediments, and created a distribution map with it. On this preview, the red areas are where the sediments density is highest.Then I then it to bmp format.

  • Terraces smooth to create the cliffs
  • Straight hills to create the bottom area shape
  • Thin flows sediments to create the eroded areas



    I created two selectors for rivers : one of the deep areas and a mask for all waters. I used a mixture of both in my scene.




    After exporting these distribution maps, this was the end of my work in Geocontrol.




    Step 3. Material distribution on the main terrain

    Opening a blank Vue scene, I first created a normal terrain. In Vue 6, you needed to use procedural terrains to retain all the details of the Geocontrol heightfield. In Vue 7, it works fine with a standard terrain.

    I edited the terrain, making the following changes :

  • Increased its size to match the one of the Geocontrol heightfield: 2048 px
  • Imported the picture I had saved from Geocontrol
  • Set the image blending at 100%



    Closing the terrain editor, I had my terrain in place.
    Then I chose a point of view. I wanted to have a building on top of one of the cliffs, so I placed one of the smaller ones of the foreground at the bottom left corner.




    Now the tricky part : the material distribution!

    I started from the base default material and created a set of mixed materials for every distinct area.

    The process is rather simple:

  • Click on the mixed material button to create two separate materials; for instance, to separate forest from the water
  • Edit the distribution function
  • Load one of the BMP files exported from Geocontrol

    In the case of water, I blended both the deep water and water mask.

    One thing to remember: for proper masking, you need to use Object Parametric mapping for mixed terrains.




    I created several different mixed materials, one for every area that I needed. Here is the final structure of my terrain material:

         Forest
           Forest
            Forest
                  Complex forest
                        Tree ecosystem (5 layers)
                        Forest ground
                  Shale sandstone
            Sediment areas
                Shale sandstone (scattered stones)
                grass (ecosystem)
                Large scale pale grass
           Canyon sandstones (cliffs)
         Water
           clear water
           foamy water

    I use mixed materials as I find the management of the distribution far easier than with layers.

    Here is how the material mix looks on the terrain:




    Sandstone is brown, forest ground is green, eroded area are pale, green water is blue.

    I used a classic Vue distribution (slope/altitude) for the cliffs and the clear/foamy water.




    Step 4. Replacing with real materials

    Working in two steps, material distribution, then actual material choice, makes it far easier to really see where everything goes.

    Then I chose real materials for the whole scene.

    The forest ground is a mix of a procedural texture (ground) with a bitmap one (for the leaves). I made a variation of the stock "rock and grass" Vue material.

    The sandstone material I used in several of my terrain is from Dave Burdick's Rock my World pack (for sale at Cornucopia3D). This is the first time I used these materials, but certainly not the last.




    The water is a mix of classic clear water and foamy water. I got rid of most of the transparency for the latter one. Water is tricky to use on Geocontrol terrains as if you get too much transparency, you actually end up seeing through the terrain. There is no actual water surface.




    For the forests, I used a rather complex ecosystem with no less than 5 layers. I do this to simulate the tree distribution in an actual forest. If you use a "normal" ecosystem, you tend to have an even distribution of tree species. In a real forest, they seed from each other and therefore tend to grow in clusters.

    To simulate this, I use two layers for each tree specie:

  • A first one with few large trees, that will be scattered on the terrain
  • A second one with more smaller trees. This second layer is above the first one and has has an affinity with it. A feature introduced in Vue 7 that is very nice to create clusters.

    First set of large oaks.




    Mid sized ones added.




    Beeches added in the area between the oaks.




    Bushes to fill the voids.

    And a dynamic ecosystem to place grass in the eroded areas.




    Step 5. Other elements and atmosphere

    Here is how the image looks with the default lighting before adding external meshes.




    First, I added a second terrain between the main one, in order to close the view. It is also generated with Geocontrol, but has a smaller resolution (1024) and a simpler material (no rivers). It is easy to use the same materials on two different Geocontrol terrains: all you have to do is change the bitmap masks used in it.

    Before adding external meshes to the image, I narrowed the point of view a bit, using a 50mm lens instead of the default 35mm one.

    Then I added the Elven village church from Chikako and a small gazebo (also found in the village package).

    To place buildings like these accurately on the terrain, I typically create a dedicated camera and rotate around them, making test renders from various angles.




    I also added:

  • A small flock of crows
  • Two characters talking to each other

    The characters are Poser ones. To make it possible to include them in this already large scene, I Imported them in a separate scene and decimated them to 1/4 of their initial polygon count. They look a bit like characters from Second Life, but as they will be tiny on the final image, it does not really matter




    The atmosphere is what I did last. I generally work like this, as complex atmospheres take longer to render and can hide important elements. Moreover, if a scene looks correct in the default atmosphere, it should look good with a decent one.

    To make this atmosphere I:

  • Chose a global radiosity lighting model
  • Used a bit of sky dome lighting gain to clear the shadows
  • Placed the sun low, and made sure it lit the building between rocks
  • Used a good deal of haze and a lot of fog (240%)
  • Used a lot of glow
  • Set a mid-range amount of aerial perspective, to get the right impression of scale




    This way, I had a thick fog in the valleys, haze in the background and the right amount of distance attenuation.

    Here's a wide view of the final scene with all its elements.




    And here is a narrower view that I finally selected.