advanced rendering for AutoCAD
Finalized version, only few post process things done outside nXt.
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Albums: George Ioannidis' nXt renderings album
Thanks Ignacio.
Grass is not a texture. It is real 3D grass (made in Blender as particle fur, with variations and random rotation and scale, and inserted as textured OBJ file back in AutoCAD). Actually there are two kinds of grasses - one with relatively straight blades and other with bent ones. There is pretty nice control over the numerous parameters on how the final grass (or fur or generally particles) will look like. It's easy then to export it and use it in nXt.
Sunlight effect? What do you mean? There is only one light in the scene - the sun. And the indirect bounces of sun light of course (sky light).
Well, it's not so simple as with IVY Ignacio :) Also some more than basic knowledge of Blender 3D is required to do it as well, as there is a "trial-and-error" procedure until you achieve the desired result. If you like, you can start learning Blender :) and here is the tutorial I've used to create that grass. I know there is a way to do it in nXt, but I found the Blender grass more flexible. There is also way to weight painting or erasing where we want the grass to appear and where we won't. Anyway, no grass tutorial for now, sorry :) And please, don't think that I like Blender more than nXt or something :) They are both tools to me so I use them to do my job done as good as possible, that's all...
Any idea how many faces you end up with due to the grass in this one?
It was about 5.7 milliard faces Roy. Ground with grass was inserted as xref which was really huge file (115MB). Rendering to that quality took almost 8 hours. Sharp filter and watermark sign applied in GIMP afterwards.
Milliard usually means one billion (1 x 10^9). Is that what you mean? or rather 1 million? If we're talking 5.7 x 10^9 I imagine that had to be instanced (?).
No Roy, polygons count was 5.700.000.000 (5.7X10^9). I don't know if it was instanced internally in OBJ file. Starting Blender file with particles converted to polygons was nearly 175MB large. Without converting it it was just about 25MB.
175 million bytes / 5.7 x 10^9 polygons yields only .03 bytes/polygon-- not really possible (there is no instancing in obj). Did you create a tile which you repeated in AutoCAD? If not the 5.7 x 10^9 figure may be caused by something else-- likely a displacement-- the stone texture? You could help me out when you get a chance by loading just the grass into a model, starting a render, and seeing how many faces are generated. Include both virtual and actual.
Yes, there are several stone surfaces with displacement, I forgot it. All the surface down to garage door is displaced as well as the pathway to house entrance as well as the sidewalk. I'll try to render just the grass file to see it's polygon count.
Just grass counts 45264060 faces. The whole model is 57586458.
Was there a difference between virtual and actual faces? It still seems a little high to me-- only about 4 bytes / face in the obj.
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