Using Texture Painting to edit shoreline in previous model scene

Hi, this was a very lengthy attempt to try to create a shoreline in a previous model scene. First attempt seemed to fail getting bump map too work. Final attempt best technically but doesn’t produce much better result. I think this is because reflections of land dominate appearance of shoreline. Included first attempt and last with closeup of shore. Then added pertinent files. See what you think. In the end I had to have background and water mesh in one piece.






I did got rid of the straight edge in bump texture but in the end I think a few extra polygons and perhaps baking a sculpt might look better although this should be less resource intense?

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Interesting study!

  • The color space (saturation) of the back wall and the island could be improved (hard to do :wink: )
    You could blur the background a bit (camera focus) to even things out a bit
  • The water reflection looks a bit unnatural, a bit stretched. You could use fresnel to blend in the sky.

It is a good start, well done!

4 Likes

Interesting low poly way to achieve this. My problem is I would model/sculpt the entire environment. :grin:

Might work better with just an image based in the same way, separate shoreline? It could separate the rocks from their reflection in the lake more.

3 Likes

Thanks FedPete for tips.

I could probably use a Color [Hue, Saturation, Value] node to tweak saturation. Depth of field always helpful although may increase render times [I’m trying for low resource usage for animations]. I think I could use alpha maps a bit more and take the sky out of background and use HDRI instead which would really improve sky without affecting shoreline.

If I could impose a bit you mention a Fresnel [node I presume]. Could you elaborate?

Cheers

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Thanks NP5.
That might be the ultimate compromise. Model a shoreline with low hills and retain background which would also look better and break the shoreline with its changes in reflectivity, bump map etc.
Cheers

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The fresnel material node makes it possible to mix two types of materials, depending on the surface angle. It can be used to make the water surface reflective far a way (low angle) and transparent close by (higher lightray angle).
Or show rocks mixed with sky

https://docs.blender.org/manual/en/latest/render/shader_nodes/input/fresnel.html

2 Likes

I’m using a laptop 11 years old (simple GPU). Running high res animations at night.
Or running animation in low res. using eevee etc … to get a first impression if it looks as indended.
I always render to images. Then use Blender video composer to merge them into a animation.
If needed I can replace image sequences with other ones and rebuild the video clip.

Have fun!

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So you’re suggesting dof not a problem with render time. Fair enough.

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Thanks FedPete,
highly pertinent and may definitely help in this case. I will check link asap.

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