After completing the terrain and cabin modeling, I decided to use largely the assets available from Quixel Megascans in order to complete and compose the environment in the most natural way possible. Grass, stones, trees and branches assets were used, as well as composite maps using the incredible Quixel Mixer (which I’ll be speaking a little more about in the materials post). All assets were distributed using the Corona Scatter, which behaved very well with the millions of objects distributed in the scene.
Once the modeling was defined, I went to study lighting. I did tests with HDRI and Corona Sun in the most varied climates. After all, I opted for lighting using the Corona Sun, which brought an atmosphere closer than I could see in the site references (Chapada dos Veadeiros, Goiás, Brazil).
For the background, I modeled a hemisphere, with a Corona Light Material applied, without emitting light, with a HDRI from NoEmotion. Thus, I could control the background independently of the illumination, until I reached the results that were satisfactory to me.
Below are the images of the lighting and tests carried out so far.
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very niceeeeeee!!!
The scattered objects look great and the rough road is really realistic, is this from Quixel mixer with a displacement? Really impressed with the results you got from Corona scatter.
Thanks Oliver Hessian! Yes, I used Quixel Mixer for all the terrain. I generated a surface (with 3 types of generic surfaces) in Mixer and export Maps to use with Corona. And I’m really impressed with Corona Scatter too. There isn’t too many options like Forest Pack, of course, but works really great for me at this moment.
Nice! Thanks for sharing, good luck with the submission!