@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.
Is this not like gear VR or anything else
Mike Stoliarov has shared an astonishing new 1,5- hour guide for Houdini users. Take some time and learn new tricks.
The guide focuses on liquid pixels creation in Houdini, also showing how to render the final simulation in Mantra. It shows all the essential steps, from start to finish, so you’ll figure out the process in no time. Still, you might need some Houdini knowledge to recreate the effect.
The artist has also shared all the materials. You can download them from here.
- Houdini 16.5
- After Effects
It is also worth noting that an average render time for 1 frame is about 15 minutes for Full HD resolution.
Make sure to discuss the guide in the comments below.