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If you’ve ever tried to model organic scenes – trees, rocks, grass – you know how much time it takes to get realistic results. With a photoscanned asset library like Megascans, photorealistic nature can be accomplished in minutes. Here’s a quick run through my Blender & Megascans workflow.
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Music by Broke for Free (CC-BY-NC)
http://www.brokeforfree.com/
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36 responses to “Better, Faster 3D Nature with Megascans ( Blender Nature Workflow 001 )”
Man, super good!
An advice from a VFX artist. To get an accurate roughness, use non-color data for; roughness, specular and metallic. The dynamic range is different from that of coloured RGB output
Thank you so much this helped me so much into transitioning into blender! 🙂
More Megascans!
Wow man you make that easy! thanks! Love your artwork as well
HEY YOU! I FUCKING LOVE YOU FOR THIS!
you sound like Grant warwick from mastering cgi 😀 , keep it up !
i want to ask about the ctrl+b action the squar did appear but the render view like uin the vedeos didn't appear please help and i didn't find background shader in add listes
Excelent! thank you!
No pude loguearme ¿alguna idea?
I was hoping that Quixel can add stylized option or some settings to their shader, this is the only thing that i'm refusing to use quixel but I really want them. is there a news for this flexibility of doing pbr and stylized?
A really good video. Thanks for sharing, but please turn down the music.
What HDRI are you using? I need it in my renders.
I don't want to sound critical, but I think this might be able to help. The way that the principled BSDF node works in cycles is that it's an uber shader that combines the specular and metalness workflow, so please only use roughness OR specular, not both. (And do a little research on both workflows, and their differences) Another thing, like you pointed out, you need to be able to turn up the bounces in cycles for transparent materials to look right, but that slows down renders, so instead of turning up ALL the bounces, only turn up the transparent ones.
Do alpha masks run into the same issue with opacity masks, for instance using images as planes having a leaf texture with alpha mask instead of opacity mask, would it still do the calculations
music is fucking loud dude
For the issue at 11:15, you don't need to scale the plane in the 3d view or the UV view. Just cut out what you want (after you UV the whole plane) with loop cuts or the knife tool and then delete the rest. It should leave the UV's alone apart from cutting edges but if it messes them up, just check the option "correct UVs" in the redo? panel (not sure the name for it, but the panel you get by pressing F6 after you do something.
The knot in the tree at 5:44 looks like a skull face with a hood on… O_O
reduce the sound of the music
hmm looks like i will be needing that new adaptive subdivision surface feature, but last time i checked in 2.79 i couldn't see it anywhere. Maybe its in the latest alpha of 2.8?
I was wondering for those with little money or no budget, could you texture paint the tree bake out a displacement map and use it in displacement modifier, then apply the modifier? Now you would have a tree that matches the bumps.
Wow!!
Also how do you avoid it automatically reverting to the initial locrotscale as when you imporded it?
I rather use free grass add-on for grass. But terrains and everything looks dope
As someone who also uses megascans whenever I try to do a particle system with the 3d grass it always reverts to 90° I can use the rotation in the particle settings and that works but then it all has the same rotation on the z axis do you have a fix for this?
The music is a bit loud, but otherwise nice video!
great video! Thanks! Tip: you should maybe turn down the music a bit. but its great!
I think you forgot to make spec and roughness "non colour data", but great video, thank you.
Blender muscle simulation
Dump the drums/music. Irrelevant and distracting.
What are you trying to prove by using it? Voice is enough.
What is a cavity map and how do you implement it in blenders node setup, as there is no specific input to connect to like albedo or specular etc the same goes for ambient occlusion. Also ASCII is pronounced asskey
for the hdr use the gaffer addon, its from the creator of hdrihaven and its quite handy.
Great video, thanks for putting it out there, but, music is rather loud. For the future, ya know
Awesome video! For ”cutting” grass out from plane you could just use knife tool and then ripping edges with rip tool. 🙂
I am Japanese. Your video was too wonderful, so I subscribed to your channel. My videos are also great, so please subscribe to the channel. I make an animation. Please keep doing a good job.
You can use the knife tool to cut out the vegetation by pressing K in the Edit mode. And I would add a translucency node to the grass or use the subsurface in the principled shader so that it looks a little more believable, but it also probably depends on its size and the lighting.
dont forget to set your textures to non color data 🙂