Better, Faster 3D Nature with Megascans ( Blender Nature Workflow 001 )

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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.

Get Megascans:
https://www.megascans.se

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Music by Broke for Free (CC-BY-NC)
http://www.brokeforfree.com/
Creative Commons License:
https://creativecommons.org/licenses/by-nc/3.0/

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36 thoughts on “Better, Faster 3D Nature with Megascans ( Blender Nature Workflow 001 )

  • June 5, 2019 at 19:32
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    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

  • June 5, 2019 at 19:32
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    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

  • June 5, 2019 at 19:32
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    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?

  • June 5, 2019 at 19:32
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    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.

  • June 5, 2019 at 19:32
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    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

  • June 5, 2019 at 19:32
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    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.

  • June 5, 2019 at 19:32
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    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?

  • June 5, 2019 at 19:32
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    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.

  • June 5, 2019 at 19:32
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    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?

  • June 5, 2019 at 19:32
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    Dump the drums/music. Irrelevant and distracting.
    What are you trying to prove by using it? Voice is enough.

  • June 5, 2019 at 19:32
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    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

  • June 5, 2019 at 19:32
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    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.

  • June 5, 2019 at 19:32
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    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.

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