*Didn't completely get my explanation of roughness and specularity right. Basically what I'm trying to say is that roughness only dictates how directly light gets reflected. At a high roughness lots the light scatters in lots of different directions causing the reflective sharpness to lower. However roughness of a texture can't emulate the 'absorbtion' (don't know a better word to describe it) of lightrays that happens with lots of foliage. Turning down the specularity lowers the amount of light that gets reflected which kind of emulates what would happen when a lightray hits a real 3D patch of grass rather than a flat grass texture. Edit: just want to thank all of you for the insane support on my first real video. I really hope my future content helps all of you just as much!
I’ve had GeoScatter for over a year and never felt like I truly knew how to use it. Tutorials like these are demonstrating how powerful this tool can be and I’m so glad people like you are bringing it to light. Great stuff man!
You mentioned animating everything in its base form. This is how big production houses do it. There are people who handle just the animation of the characters and scenes and if you watch any behind the scenes you will see the animation being done with solid color and no texture maps or fancy lighting. It doesnt matter how good your machine is, at some point its going to be impossible to get close to realtime playback enough to animate anything effectively.
Blenders own studio has amazing tutorials on their whole workflow as a small studio when making animations. And you're right they start animation before most assets are even finished!
Thanks! I've been doing 3D stuff for a while but I've never felt comfortable enough to actually talk about my work. Mostly because I'm never truly happy with any of my work, it can always improve. Wouldn't want to do tutorials when I don't believe I have anything new to add. But at this point I do believe that atleast in the Blender community I have some valuable insights to share with y'all.
This is hands down the best tutorial and pipeline! Thank you so much for being open and sharing your whole process and thoughts behind your 3D Environments. I was actually following this same exact process for UE5, but it is not my native program. So naturally I was getting really bogged down, thinking that the UE route was the best option for me to create landscapes for my project. It is great to see how to manage all of the foliage assets efficiently within blender! I have a lot of animation in blender, so I feel more confident keeping the rest of the assets contained there too. Great stuff Maarten!!!
Great job on your first tutorial and amazing shots! Thank you for not taking a 100(s) hour process and making it look like it takes just 10 minutes! Conversely, thank you for not taking a 10 minute process and drawing it out into 100 hours.
You have a WINNER of a channel right here man. PLEASE do more covering these massive environments because I find myself needing to utilize a lot of these videos for my own projects. The more techniques the better!
Update because I commented as soon as I saw the results, the video's great as well, loved the part when you say "even if Blender guru tells you to not touch it" haha. It's really well explained, love it!
@@maximusgerardin Thanks man, I'm glad to provide. Still working to get better and get closer to that studio level. I also agree there isn't many Blender tutorials covering these types of shots, so hope more people will try now!
Really like the part of the video at .21 so realistic feels very real, great job! Also, great ways to explain all the thing you are doing, very helpful
Extremely smart and priceless tutorial. Especially like the part talking about specularity for the huge grasses and also very interesting that the deeper forest trees would have less leaves on the bottom because of inner forest shade but also avoid some amount of polys as well. Thanks a lot!
some great insight into environment design! I found youtube to be semi lacking in this content and I really liked that you went over how to keep your scene efficient for preview because this is such a large hurdle when you're trying to get into this stuff. Great work
I believe anisotropic in volumes is what in other engines is called symmetry. It means of the scattering is based more outwards vs inwards in mediums. For instance with scattering in objects like marble it's negative, more inwards vs like objects like skin and flesh it's outwards thus plus in numbers
Yes exactly! I want to get more into modeling my own vegetation, I did so for the trees in this shot but I definitely want to expand my knowledge of plants and their unique qualities haha.
Just randomly found you here and I'm glad I did!! An amazing breakdown video and you answered a question about why my renders are always super noisy ahaha Great Video!
Great! Did you try to use eevee volumetric pass? It's better than simple mist but renders faster. I also tried to join hundreds of grass meshes into one object, seems like the number of instances matters for VRAM, not the complexity of each particle. But it works better with relatively flat terrain.
I have tried in the past but in large scenes like this my Eevee tends to kinda die when I try to render. Also lots of artifact issues with the volumetrics at this size, I'm actually gonna try right now to see what happens haha.
Hey Maarten! Trying to follow along in Gaia 2.0- Have they removed the zero borders node? I can't find it anywhere UPDATE: It's now called "Edge" in the Utility category
Just a question: How would you ideally bring all the fine detail of Gaea into a 3d-app? When I use rendertime displacement of the full resolution Heightmap, I am kind of blind in the viewport, because I only see a flat plane. When I use the mesher, I am missing all the finer details. Some render engines as Vray don't accept World Normals, which would potentially help. Ideally I would love to have some kind of difference map that I can displace on top of a viewport mesh. Any good ideas on that? Thanks in advance, Maarten!
Thanks for share friend... I have a question,, How can use the Gaea (forest, flowers, grass, srubbery) masks for delimited the scatter extension in blender?.. thanks for your answer
Im covering a way to optimize scattering on my Patreon, but I also want to look at some alternatives techniques for landscape texturing including grass in a future video :)
720p upscale probably has too little data to really do anything decent. 1080p to 4k is better, Render times for most of my larger projects are about 10 minutes per frame.
I mostly use softwares and addons for that that already have extensive documentation. Such as The Grove and Speedtree. I could do a video but it's not my specialty :)
how I could do to make the image of the map much more detailed up close so that I can enter this into a game and see up close without it being extremely pixelated
thank you so much for this detailed insight. What are your thoughts on creating landscapes like these in Unreal Engine? Since Unreal Engine shows you everything in high quality and in realtime, as well as nativley supports scattering all kinds of foliage. I wonder, is there a specific reason why you chose Blender instead of Unreal?
(I’m new to this whole 3d stuff) how do you create the intro animation where all the stuff get added into place and they slide from grey to the textures? Please help *great video btw!!
The grey is a clay render. and everything being added into place was done by literaly rendering out the same frame with different parts hidden and then rendering it with those parts unhidden. Then editing it all together in Adobe AE and Premiere
I saw that you used World Creator in a previous video. Do you prefer Gaia or World Creator? What are the differences I really want one of these but cant decide. I'll be using it for personal projects and commerical work for vfx green screening people into the environments to look realistic as i can inside Blender and Unreal Engine 5. I'm really impressed by this, great job!!🔥
I prefer Gaea because it has a lot more options to tweak and it uses a node based UI which I find a lot easier to navigate compared to World Creators layered system.
Very cool, man! Would be great to see a tutorial of Gaea as well. Hadn't heard of it until now. Hey, you mentioned how this scene takes a while to get from frame to frame during playback after you animated the ship. To get a sense of how taxing this particular scene is, what GPU do you have? Looking forward to more content. 👍
I have a 3060Ti, the scene pretty much touched the limit of this card, but I also could've spent even more time optimizing it. As for the painfully slow playback that was mostly because I had high poly trees which were animated Alembic files haha.
Amazing... thanks for share... do you have any course or tutorial... step by step... or van you recomended any video or web site for learn this??? Thanks for you help dude
Wow absolutely amazing video man! Wanted to ask if Gaea is a crucial step in the process? Because to learn another program now for me it's a pain. Can you get similar result only in Blender? Thanks!
Depends, Gaea is absolutely necessary if you want realistic mountains, but if you just need a quick landscape in the foreground you can sculpt it in Blender. You can also buy heightmaps for mountains, ill be releasing a pack with a few free samples :)
For this specific scene I made my own using Speedtree, and the Grove. But I also have packs like 'Forestation' and 'Botaniq' and trees made by a guy named Istwood who sells them on cgtrader.
100% I have still have to find myself some more time to practice and edit when making these types of videos. Takes a lot more effort than one would expect haha.
Would it be possible for you to do an environment scene start to finish in blender without paid addons? A more of a tutorial than a breakdown on the artistic side of things maybe? 3d environments have always been something I have looked up to, but since assets become too taxing on the hardware side of things, the scene doesn't come together in a realistic way.
If you truly want a click by click tutorial that only uses Blender and some free assets then Martin Klekner already has an environment course that cover every detail and doesn't use any paid stuff. I could try but I've always used some paid softwares or paid assets so idk if I'd be the best person to make such a video. I can definitely tell you that when you feel like your work isn't getting better it could be time to invest in your art by buying some assets or tools that help you. I tried doing everything for free when I started myself but when I finally gave in and bought certain tools my work became so much better.
There is an app which can show all geo in realtime, i cant recall the name though. Its an older software, it was unique at the time and was used i some old movies. Ill come back when i rember the name
Yeah have looked into Clarisse, definitely looks amazing but atm I can't justify spending that much money on subscription when Blender still works for me! Edit: Oh it appears Clarisse iFX has been discontinued and is no longer being sold or developed :0
@@Maarten-Nauta i did not know that. Guess it never really took of. Pretty curious for the tech behind it. Being able to draai so much data in the viewport is very cool
Very nice work! Thank you for all the tips and information! :D Only, your gumroad link isn't working ...sends me to a 404 / "page not found" - you might wanna know and fix that. ;)
I'm a newb to rendering in general. These environments look amazing and I could easily be deceived into believing they are footage of real places that have been dolled up in compositing. Every now and then I come across someone posting a video rendered in Cycles and it looks so spectacular I am re-encouraged to dedicate time to getting better with Blender. This is an example of one of those times. I would love any tips on doing renders in layers and optimizing use of limited VRAM. I have a 3070 GPU and thus VRAM restrictions (only 8GB) I am eager to get more details on how to break up renders into chunks if this will avoid choking the VRAM. I'm still unclear what methods to use to optimize/ minimize VRAM use at the rendering stage.
Yessir, im definitely planning to make a video where I go through alllll the ways to optimize your scenes. I feel your pain with a 3060Ti also only having 8gb VRAM.
Gaea is definitely a little slower, World Creator gives you pretty instant visual feedback. But Gaea's terrains just look more realistic, and they have soooo many nodes that get me the exact effect that I want. Not to mention that the node system is so versatile, you can endlessly combine, mix 'n mash until you get exactly what you want :))
Curious why you have modelled roots on those trees. Those can go into thous if not 100k of verts. Why model them if you won't see them. Unless you do a close up and even then. Roots of trees, the one you used, hardly go above ground. Ps setting Ng everything to bounding box, will allow you to have much faster 3dview. When doing so, i vet animation will play smoother. The trick is to link in models which are setting to bounding box in the blend file. That way it doesn't need to load in all those verts and the 3dv is tons of times faster.
6-7 mil of verts in a scene like this is not much. Sometimes is not right. Did you use proxy system correct? My guess it's shape Ng only very count of real geo and the squaterd object in bounding box modem to bad blender does have a real vertices count of actually geo. My old renderer did have. It could render 100 millions of vertices or polys
can you tell me please where you render this? and how this is even possible that Blender VIEVPORT dosnt explode? I have rly Strong PC, but blender and Vievport easily kill him, sadly Same scene in Unreal Engine runs easily and smooth, tbh i Love blender - but ihave no idea what to do Unreal vs Blender thats the problem. Maybe any tips from you? Great video and great skill !!!
*Didn't completely get my explanation of roughness and specularity right. Basically what I'm trying to say is that roughness only dictates how directly light gets reflected. At a high roughness lots the light scatters in lots of different directions causing the reflective sharpness to lower. However roughness of a texture can't emulate the 'absorbtion' (don't know a better word to describe it) of lightrays that happens with lots of foliage. Turning down the specularity lowers the amount of light that gets reflected which kind of emulates what would happen when a lightray hits a real 3D patch of grass rather than a flat grass texture.
Edit: just want to thank all of you for the insane support on my first real video. I really hope my future content helps all of you just as much!
appreciate the tips
bro that specular thing for large landscapes has been tripping me since that blender conference. thank you for clearing this stuff out man
I’ve had GeoScatter for over a year and never felt like I truly knew how to use it. Tutorials like these are demonstrating how powerful this tool can be and I’m so glad people like you are bringing it to light. Great stuff man!
Great to hear!
You mentioned animating everything in its base form. This is how big production houses do it. There are people who handle just the animation of the characters and scenes and if you watch any behind the scenes you will see the animation being done with solid color and no texture maps or fancy lighting. It doesnt matter how good your machine is, at some point its going to be impossible to get close to realtime playback enough to animate anything effectively.
Blenders own studio has amazing tutorials on their whole workflow as a small studio when making animations. And you're right they start animation before most assets are even finished!
For someone with only 546 subs your work is very impressive.
Thanks! I've been doing 3D stuff for a while but I've never felt comfortable enough to actually talk about my work. Mostly because I'm never truly happy with any of my work, it can always improve. Wouldn't want to do tutorials when I don't believe I have anything new to add. But at this point I do believe that atleast in the Blender community I have some valuable insights to share with y'all.
For real? Since when were subs a measurement of skill? Youth of today...I shake my head.
@@Maarten-Nauta Seems like you have grown quite a bit since this comment was made. Keep up the great work.
@@Chiho.2007 What mtscott44 said....
Very nice. The specular tip is priceless. My grass was always washed out looking towards the sun. Now it's grassy again. Thank You!
Amazing work and lots of gems of wisdom for those of us new to environment work. I'm look forward to seeing more.
Glad to helpout in any way, and I hope future videos will be even more insightful.
This is hands down the best tutorial and pipeline! Thank you so much for being open and sharing your whole process and thoughts behind your 3D Environments. I was actually following this same exact process for UE5, but it is not my native program. So naturally I was getting really bogged down, thinking that the UE route was the best option for me to create landscapes for my project. It is great to see how to manage all of the foliage assets efficiently within blender! I have a lot of animation in blender, so I feel more confident keeping the rest of the assets contained there too. Great stuff Maarten!!!
Thanks for this super kind comment! I hope my upcoming tutorials can help you even further on your journey!!
@@Maarten-Nauta i really look forward to it!
Great job on your first tutorial and amazing shots! Thank you for not taking a 100(s) hour process and making it look like it takes just 10 minutes! Conversely, thank you for not taking a 10 minute process and drawing it out into 100 hours.
You have a WINNER of a channel right here man. PLEASE do more covering these massive environments because I find myself needing to utilize a lot of these videos for my own projects. The more techniques the better!
That's really cool man! Been looking for those artists craving for this studio quality shots and you nailed it, congats
Update because I commented as soon as I saw the results, the video's great as well, loved the part when you say "even if Blender guru tells you to not touch it" haha. It's really well explained, love it!
@@maximusgerardin Thanks man, I'm glad to provide. Still working to get better and get closer to that studio level. I also agree there isn't many Blender tutorials covering these types of shots, so hope more people will try now!
Really like the part of the video at .21 so realistic feels very real, great job! Also, great ways to explain all the thing you are doing, very helpful
Glad you liked it! Hope my future videos will be just as helpful!
Thank you for mentioning the spec thing with Andrew Price, as I was thinking of the same thing when you talked about touching the specular sliders!
Nice man. I'm looking forward to the patreon.
Thanks! The Patreon is linked in the description, have added the first tutorial there already :) will be releasing some assets on there soon too!
@@Maarten-Nauta haha I think possibly I was your first Patreon subscriber yesterday
@@fretstain Legend, working on some new stuff already. So looking forward to sharing more there!
Extremely smart and priceless tutorial. Especially like the part talking about specularity for the huge grasses and also very interesting that the deeper forest trees would have less leaves on the bottom because of inner forest shade but also avoid some amount of polys as well. Thanks a lot!
Glad it was helpful!
some great insight into environment design! I found youtube to be semi lacking in this content and I really liked that you went over how to keep your scene efficient for preview because this is such a large hurdle when you're trying to get into this stuff. Great work
Thanks, glad that this video was useful! Hopefully my future videos will shed more light on the workflow :))
Your first tutorial is a banger!
Thanks! Hope my future videos will also be certified bangers then ;)
Amazing. Looking forward for more tutorials.
I believe anisotropic in volumes is what in other engines is called symmetry. It means of the scattering is based more outwards vs inwards in mediums. For instance with scattering in objects like marble it's negative, more inwards vs like objects like skin and flesh it's outwards thus plus in numbers
nice job! I love it when people who really know their stuff show off what they do!
Thanks! that means a lot :))
Hello!
If you turn off the "show overlays" button,
the rendered view is the same if not faster than the viewport display!!
I know, I use it all the time! But good tip! :) Sadly sometimes overlays are necessary haha.
@@Maarten-Nauta Oh okay great!
best landscape tutorial ever on UA-cam by the way..!
thank you!
Thanks man! Keep going!
Definitely will, thanks for the support!
Loved the video keep up the good work. I remember meeting you in Korea last year, cool guy who cannot handle his liquor.
HENRYYYY ❤❤, bro what is this username tho bahaha Henrywaffles
3D Artist/Botanist, great video.
Yes exactly! I want to get more into modeling my own vegetation, I did so for the trees in this shot but I definitely want to expand my knowledge of plants and their unique qualities haha.
Would love to see how you made the trees!
Really loved the Blender Guru Part 😂
Really good tutorial, amazing results, look forward to more stuff from you
magnificent BLENDER
Amazing process! Thank you!
This is EXCELLENT!
Thanks so much!
Really impressive work, thank you for sharing !!!
Bro , after watching your tuts I also made realistic large environments for my animations
Just randomly found you here and I'm glad I did!! An amazing breakdown video and you answered a question about why my renders are always super noisy ahaha Great Video!
Awesome, glad to hear it!
Great! Did you try to use eevee volumetric pass? It's better than simple mist but renders faster. I also tried to join hundreds of grass meshes into one object, seems like the number of instances matters for VRAM, not the complexity of each particle. But it works better with relatively flat terrain.
I have tried in the past but in large scenes like this my Eevee tends to kinda die when I try to render. Also lots of artifact issues with the volumetrics at this size, I'm actually gonna try right now to see what happens haha.
Update: It just crashed hahaha, yeah idk if Eevee handles instances the same as Cycles does.
amazing its soo real
Can you do pls a small description of your workstation and viewport settings for quick previews and render settings?
Yeah wanted to do a short video on render settings and I'll discuss my specs which aren't that amazing haha :)
buenisimo!
highly skilled. good work
Thanks :)
This is fantastic. Thank you.
Glad it was helpful!
Insane work! very inspiring
Thanks a lot!!!
Amazing tutorial, good job!
very good looking man
Great tutorial and congrats on your successful first tutorial! Can you please go in more details over how you did the texturing in blender?
Yess thats on the agenda!
Hey Maarten! Trying to follow along in Gaia 2.0- Have they removed the zero borders node? I can't find it anywhere
UPDATE: It's now called "Edge" in the Utility category
Thank you very much, AMAZING TIPS
can you provide links of the textures which you have used in this utorial like grass and rock
Looking forward to more tuts from you fam
Thanks mate!
Just a question: How would you ideally bring all the fine detail of Gaea into a 3d-app? When I use rendertime displacement of the full resolution Heightmap, I am kind of blind in the viewport, because I only see a flat plane. When I use the mesher, I am missing all the finer details. Some render engines as Vray don't accept World Normals, which would potentially help. Ideally I would love to have some kind of difference map that I can displace on top of a viewport mesh. Any good ideas on that? Thanks in advance, Maarten!
Awesome ,Very Inspiring
Thanks for share friend... I have a question,, How can use the Gaea (forest, flowers, grass, srubbery) masks for delimited the scatter extension in blender?.. thanks for your answer
Geo Scatter has a feature where you can use images to mask out where the scatter layer is active. Thats under the "culling masks" tab.
Amazing tutorial! Keep going :D
Amazing stuff. I’m interested in the grass scattering as I’m tackling a very similar project and that was a big issue.
Im covering a way to optimize scattering on my Patreon, but I also want to look at some alternatives techniques for landscape texturing including grass in a future video :)
Hello ,if the river generated in Gaea is not flat ground, how to deal with it in blender?
Really cool stuff! What was your time per frame for final render? Also do you recommend rendering 1280x720 and upressing or full 1920x1080?
720p upscale probably has too little data to really do anything decent. 1080p to 4k is better,
Render times for most of my larger projects are about 10 minutes per frame.
@@Maarten-Nauta wow that's really fast. Thanks for the response. Your shots look fantastic!
Thanks for this nice tutorial...
Great stuff man, thanks :)
this is all super helpful. Thanks!
Happy to hear that!
Great tutorial, nice tips and tricks :)
Cool tutorial, but can we get like a tutorial on how you make ur tree assets or the bushes/grass ehixh ur useing?
I mostly use softwares and addons for that that already have extensive documentation. Such as The Grove and Speedtree. I could do a video but it's not my specialty :)
great job. i love it. subcribed already
Thanks so much, hope my future videos will also be helpful!
Nice video! What did you use to create the node preview images above the nodes? (around 13-14 minutes)
Which focal length are you using in most of your shots?
Normally stay between 28-70mm. Nothing too crazy.
Made me cry
Excellent!
What is the power of your machine for doing this??!!
how I could do to make the image of the map much more detailed up close so that I can enter this into a game and see up close without it being extremely pixelated
Wow amazing
Hey man awesome tutorial, can you please make a tutorial on how to render a big scene like this using Render layers
Like splitting up a large scene in foreground, background layers? Or using all kinds of passes such as diffuse, transmission, glossiness, AO, etc.
Hard work 🔥🔥
well done sir!
Cheers mate!
8:10 or create another project with the same basic geometry at the side, animate, copy / paste
12:40 just when the video freezes I hear the first thing that’s new to me… what’s a “gobo”? 😂
Thanks
thank you so much for this detailed insight. What are your thoughts on creating landscapes like these in Unreal Engine? Since Unreal Engine shows you everything in high quality and in realtime, as well as nativley supports scattering all kinds of foliage. I wonder, is there a specific reason why you chose Blender instead of Unreal?
(I’m new to this whole 3d stuff) how do you create the intro animation where all the stuff get added into place and they slide from grey to the textures? Please help *great video btw!!
The grey is a clay render. and everything being added into place was done by literaly rendering out the same frame with different parts hidden and then rendering it with those parts unhidden. Then editing it all together in Adobe AE and Premiere
I've always messed with the spec no matter what texturing/lighting/rendering app I'm using.
I would like to see more tutorial from you
Already working on the next project ;)
I saw that you used World Creator in a previous video. Do you prefer Gaia or World Creator? What are the differences I really want one of these but cant decide. I'll be using it for personal projects and commerical work for vfx green screening people into the environments to look realistic as i can inside Blender and Unreal Engine 5. I'm really impressed by this, great job!!🔥
I prefer Gaea because it has a lot more options to tweak and it uses a node based UI which I find a lot easier to navigate compared to World Creators layered system.
Very cool, man! Would be great to see a tutorial of Gaea as well. Hadn't heard of it until now. Hey, you mentioned how this scene takes a while to get from frame to frame during playback after you animated the ship. To get a sense of how taxing this particular scene is, what GPU do you have? Looking forward to more content. 👍
I have a 3060Ti, the scene pretty much touched the limit of this card, but I also could've spent even more time optimizing it. As for the painfully slow playback that was mostly because I had high poly trees which were animated Alembic files haha.
Could you please recommend any tip how can render fast in Cycles and preview fast
I can make a video at some point about optimizing your render settings. But sadly making Cycles faster is up to the Blender devs and our own hardware.
LET HIM COOOOOOOOOOOOOOOOOOOOK
What is ur plane size
Amazing... thanks for share... do you have any course or tutorial... step by step... or van you recomended any video or web site for learn this??? Thanks for you help dude
Step by step basics would probably be Martin Klekners environment course. The renders arent as advanced but he really covers the basics.
@@Maarten-Nauta thanks for you help dude... I loved you art works
great
Wow absolutely amazing video man! Wanted to ask if Gaea is a crucial step in the process? Because to learn another program now for me it's a pain. Can you get similar result only in Blender? Thanks!
Depends, Gaea is absolutely necessary if you want realistic mountains, but if you just need a quick landscape in the foreground you can sculpt it in Blender. You can also buy heightmaps for mountains, ill be releasing a pack with a few free samples :)
How did you make your trees? any special software or technique?
For this specific scene I made my own using Speedtree, and the Grove. But I also have packs like 'Forestation' and 'Botaniq' and trees made by a guy named Istwood who sells them on cgtrader.
Great tutorial pro it can be little bit shorter but overall good job 💚
100% I have still have to find myself some more time to practice and edit when making these types of videos. Takes a lot more effort than one would expect haha.
Would it be possible for you to do an environment scene start to finish in blender without paid addons? A more of a tutorial than a breakdown on the artistic side of things maybe? 3d environments have always been something I have looked up to, but since assets become too taxing on the hardware side of things, the scene doesn't come together in a realistic way.
If you truly want a click by click tutorial that only uses Blender and some free assets then Martin Klekner already has an environment course that cover every detail and doesn't use any paid stuff. I could try but I've always used some paid softwares or paid assets so idk if I'd be the best person to make such a video.
I can definitely tell you that when you feel like your work isn't getting better it could be time to invest in your art by buying some assets or tools that help you. I tried doing everything for free when I started myself but when I finally gave in and bought certain tools my work became so much better.
What are your specs you were using for this video?
3060Ti 8gb VRAM
Ryzen 7 3700x
32gb RAM
@@Maarten-Nauta thanks mate! Appreciate it
There is an app which can show all geo in realtime, i cant recall the name though. Its an older software, it was unique at the time and was used i some old movies. Ill come back when i rember the name
Have a look at Clarisse, that is the software capable of showing millions upon millions of polys live in the viewport
Yeah have looked into Clarisse, definitely looks amazing but atm I can't justify spending that much money on subscription when Blender still works for me!
Edit: Oh it appears Clarisse iFX has been discontinued and is no longer being sold or developed :0
@@Maarten-Nauta i did not know that. Guess it never really took of. Pretty curious for the tech behind it. Being able to draai so much data in the viewport is very cool
Very nice work! Thank you for all the tips and information! :D Only, your gumroad link isn't working ...sends me to a 404 / "page not found" - you might wanna know and fix that. ;)
Thanks for letting me know, fixed it now!
I'm a newb to rendering in general. These environments look amazing and I could easily be deceived into believing they are footage of real places that have been dolled up in compositing. Every now and then I come across someone posting a video rendered in Cycles and it looks so spectacular I am re-encouraged to dedicate time to getting better with Blender. This is an example of one of those times.
I would love any tips on doing renders in layers and optimizing use of limited VRAM. I have a 3070 GPU and thus VRAM restrictions (only 8GB)
I am eager to get more details on how to break up renders into chunks if this will avoid choking the VRAM. I'm still unclear what methods to use to optimize/ minimize VRAM use at the rendering stage.
Yessir, im definitely planning to make a video where I go through alllll the ways to optimize your scenes. I feel your pain with a 3060Ti also only having 8gb VRAM.
Sehr cool! :)
🔥🔥
Isn't Gaea CPU intensive as opposed to World Creator which runs on GPU? Or have they switched to GPU rendering as well?
Gaea is definitely a little slower, World Creator gives you pretty instant visual feedback. But Gaea's terrains just look more realistic, and they have soooo many nodes that get me the exact effect that I want. Not to mention that the node system is so versatile, you can endlessly combine, mix 'n mash until you get exactly what you want :))
Amazing work.. Can you make a tutorial in Maya 😊
Curious why you have modelled roots on those trees. Those can go into thous if not 100k of verts. Why model them if you won't see them. Unless you do a close up and even then. Roots of trees, the one you used, hardly go above ground.
Ps setting Ng everything to bounding box, will allow you to have much faster 3dview. When doing so, i vet animation will play smoother. The trick is to link in models which are setting to bounding box in the blend file. That way it doesn't need to load in all those verts and the 3dv is tons of times faster.
6-7 mil of verts in a scene like this is not much. Sometimes is not right. Did you use proxy system correct? My guess it's shape Ng only very count of real geo and the squaterd object in bounding box modem to bad blender does have a real vertices count of actually geo. My old renderer did have. It could render 100 millions of vertices or polys
Just paint flora in camera frame. Best practice right there.
can you tell me please where you render this? and how this is even possible that Blender VIEVPORT dosnt explode? I have rly Strong PC, but blender and Vievport easily kill him, sadly Same scene in Unreal Engine runs easily and smooth, tbh i Love blender - but ihave no idea what to do Unreal vs Blender thats the problem. Maybe any tips from you? Great video and great skill !!!
ow did you create your own trees?
SpeedTree