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one of the coolest things the tutorial showed was adding a gradient in between the FG, MG, and BG elements. this created a more realistic sense of scale. basically a gradient plugged into the alpha of a plane.
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Blender Guru lighting course. so many good tips and very condensed. I’ve watched 2/5 lessons. I learned about the direction of light on faces. Light reveals form. I also learned about light size and distance. How to create soft shadows is important to know.
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I downloaded the tree models from Blend Swap. Once you have the trees in their own collection you can create a particle generator that lets you place them all over the place with variations in scale and rotation. You paint areas and then assign it to a vertex group. assign vertex group to density in generator. Set render to interpolated and you will get more trees for less. turn off show emitter and the source will be hidden.
you can do this process with a lot of different things. rocks, ice, trash, basically anything that you need to place on the surface of something else
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clouds are just image textures on a particle generator set to hair on the surface of the water. the tutorial went into depth on creating variations using the same image but I thought that was unnecessary. apparently a later tutorial covers clouds in more detail.
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Mountain material from Lone Mountain Tutorial
1. bring in individual PBR textures and setup as Principle BSDF
2. create combination of color ramp or noise texture and add them together. plug this into the factor input on a mix shader node
3. combine the displacements separately using math node
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Ideas for water shot
start above water and the camera falls to the bottom of the ocean
boat on surface of water
birds in background
feedback for existing shot
more pronounced silhouette
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