Landscape - Cliff

Mindwatering Incorporated

Author: Abigail Black

Created: 03/31/2020 at 02:40 PM

 

Category:
Animation
Blender

Required materials:
Rock: normal, diffuse, roughness
Bark: normal, diffuse, roughness
Moss: diffuse
Tree Leaf: Transparent background/diffuse
Ivy Leaf: Transparent background/diffuse

Required Blender addons:
Tree sapling generator
Ivy generator
ANT Landscape

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Delete starting cube, camera, and lamp
Shift+A -> Mesh -> Landscape
Play with sliders until satisfied
Edit Mode -> select vertex at edge
Object Mode -> Shift+S -> Cursor to Selected
Ctrl+Cmmd+Shift+C -> Origin to Cursor
Properties -> Modifiers -> Mirror
Weight Paint Mode -> paint where grass will be
Apply Mirror
Properties -> Modifiers -> Array -> Apply
Edit Mode -> Shift+U -> Smart UV Unwrap
Object Mode

Add Material = Rock
Shift+A -> Shaders -> Principled BDSF (x2)
Shift+A -> Shaders -> Mix Shader
Shift+A -> Textures -> Image Texture (x4)
Shift+A -> Vector -> Mapping
Shift+A -> Vectore -> Normal Map
Shift+A -> Input -> Geometry
Shift+A -> Input -> Texture Coordinate
Shift+A -> Converter -> ColorRamp

Texture Coordinate UV output to Mapping Vector input
Mapping Vector output to all four Image Texture Vector inputs
Image Texture 1 Color output to Principled BSDF 1 Base Color input
Open Moss image texture
Image Texture 2 Color output to Principled BSDF 2 Base Color input
Open Rock diffuse image texture
Image Texture 3 Color output to Principled BSDF 2 Roughness input
Open Rock roughness image texture
Image Texture 4 Color output to Normal Map Color input
Open Rock normal image texture
Normal Map Normal output to Principled BSDF Normal input
Principled BSDF 1 BSDF output to Mix Shader upper Shader input
Principled BSDF 2 BSDF output to Mix Shader lower Shader input
Geometry Pointiness output to ColorRamp Factor input
ColorRamp Color output to Mix Shader Factor input
Mix Shader Shader output to Material Output Surface input

Add Material = Grass
Shift+A -> Shaders -> Translucent Shader
Shift+A -> Shaders -> Diffuse Shader
Shift+A -> Shaders -> Mix Shader

Translucent Shader BSDF output to Mix Shader lower Shader input
Color = light green
Diffuse Shader BSDF output to Mix Shader upper Shader Input
Color = darker green
Mix Shader BSDF output to Material Output Surface input

Properties -> Particle -> New Particle
Set to Hair
Hair Length = .08 m
Render -> Material = Grass
Children = Interpolated
Display Amount = 50
Clump = .480
Diameter Root = .1 m
Diameter Tip = .05 m
Density = Group

LMB on side of cliff
N -> Create tab -> Ivy Generator -> Add New Ivy
Repeat as wanted for multiple plants

Add Material = Ivy Vines
Principled BSDF
Color = brown

Add Material = Ivy Leaf
Shift+A -> Texture -> Image Texture
Shift+A -> Color -> Hue Saturation Value
Hue = .600
Shift+A -> Shader -> Diffuse Shader
Shift+A -> Shader -> Translucent Shader
Shift+A -> Shader -> Transparent Shader
Shift+A -> Shader -> Mix Shader (x2)

Image Texture Color output to Hue Saturation Value Color input
Open image file Ivy Leaf diffuse
Image Texture Alpha output to Mix Shader 2 Factor input
Image Texture Color output to Translucent BSDF Color input
Hue Saturation Value Color ouput to Diffuse BSDF Color input
Translucent BSDF BSDF output to Mix Shader 1 lower input
Diffuse BSDF output to Mix Shader 1 upper input
Mix Shader 1 output to Mix Shader 2 lower input
Transparent BSDF output to Mix Shader 2 upper input

Shift+A -> Curve -> Tree
Tweak settings as desired
Select tree -> Object -> Convert To -> Mesh from Curve
Edit Mode -> Shift+U -> Smart UV Unwrap
Object Mode

Add Material = Bark
Shift+A -> Shaders -> Principled BDSF
Shift+A -> Textures -> Image Texture (x3)
Open files for barks diffuse, normal, and roughness
Shift+A -> Vector -> Mapping
Shift+A -> Vectore -> Normal Map
Shift+A -> Input -> Texture Coordinate

Texture Coordinate UV output to Mapping Vector input
Mapping Vector output to all three Image Texture Vector inputs
Image Texture (normal) Color output to Normal Map Color input
Normal Map Normal output to Principled BSDF Normal input
Image Texture (roughness) Color output to Principled BSDF roughness input
Image Texture (diffuse) Color output to Principled BSDF Base Color input

Add Texture = Tree Leaf
Shift+A -> Texture -> Image Texture
Shift+A -> Shader -> Diffuse Shader
Shift+A -> Shader -> Translucent Shader
Shift+A -> Shader -> Transparent Shader
Shift+A -> Shader -> Mix Shader (x2)

Image Texture Color Diffuse BSDF Color input
Open image file Tree Leaf diffuse
Image Texture Alpha output to Mix Shader 2 Factor input
Image Texture Color output to Translucent BSDF Color input
Translucent BSDF BSDF output to Mix Shader 1 lower input
Diffuse BSDF output to Mix Shader 1 upper input
Mix Shader 1 output to Mix Shader 2 lower input
Transparent BSDF output to Mix Shader 2 upper input

Shift+A -> Mesh -> Cube
Scale to cover cliffs

Add Material = Fog
Shift+A -> Shaders -> Principled Volume
Principled Volume output to Material Output Volume input
Adjust sliders as wanted

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