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This is a part 2 of the tutorial aboutr making Einter Cabin scene in Blender. We cover creating distant trees line, lighting and post-production.
The scene is lit with a single HDRI map from HDRI Haven. I used 4K version of Kloppenheim map.
For foliage, I used two scattering systems. I placed a plane close to the camera and scattered botaniq assets on it.
It is very close to camera, so I had to use it to have better quality for just a couple of first meters. Botaniq settings are simple - I used Winter grass models and that’s it!
For the further vegetation I used Quixel dry foliage and scattered with a free GScatter plugin.
Quixel meshes that I scattered with GScatter:
I had to make some adjustments before scattering - I moved origin points of each mesh to the bottom.
The next step was to add distant trees. In many visualizations people use cut-out trees maps and place them in a bacground of a scene. It is a simple and usual solution that works. While creating this scene I browsed many pages with some winter trees but couldn’t find anything that would suit my scene. So I decided to test a custom solution for that.
Blender comes with a free “Sapling Trees” add-on that can generate many species of trees in a blast. I created a new scene and started generating trees - but without leaves, it’s a winter time after all! I moved them all to a separate collection.
Then, I added a plane, subdivided it and added a particle system. I used “hair mode” and my trees are randomly scattered.
Now I moved my plane with trees to my main scene and make some instances of it. To make object instance you use ALT-D shortcut, instead of SHIFT-D (duplicate). With instances you do not add new geometry to the scene, which makes it faster during rendering and uses less memory.
So, these are my tree planes placed in the final scene. And I am really happy with the result.
There was one thing though - I needed some material for trees that would make them a bit random colorized. A single black color was not sufficient.
So I used “Object info” node and plugged “Random” output into “Hue / Saturation” node to randomize trees shading. I used a greyish Color ramp, so my trees are randomly more or less dark.
I used a wide camera angle and was ready to render the final scene.
Grading was a simple process - after exporting EXR file I set the correct exposure, hue and a bit of color balance.
Then I added Roman Hense LUT with about 0.66 gain.
The next step was to use Filmconvert plugin for Davinci Resolve and a bit of sharpening.
And that’s it! Hope you like it :)
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