From the course: Matte Painting: Environments for Film

Creating the final layout

From the course: Matte Painting: Environments for Film

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Creating the final layout

- [Instructor] OK, so now that we have a shader that we're somewhat happy with, I've made a small tweak in the shader. And I can show you what that is very quickly by going into your bg mountain 01 shader and selecting the sand and reducing the Weight of the reflection, which will bring out the sand a little more, because the reflection itself is a bit dark. Alternatively what you could do is if you want to increase the reflection of it, is to go into the reflection of the sand, turn up the Gain as well. 50. We want to keep the Roughness as it is. And then in the 3d viewport now I've changed, I've gotten ridden of the material editor and using the 3d View on the left hand side and the Image View on the right hand side changing the shaded view to Progressive Rendering. And that will allow us to be able to see a quick representation of the lit geometry in here. Now that we're happy with our lookDev we want to go into our scene and start creating a proper layout of the context and then working on our final layout. Now in order to do that you just want to start organizing things, so this new context we are going to create an mtl folder. In here we're going to put all our materials. And then in the hi we can rename that to model and label our models in there, and then we'll migrate everything from the lookDev to the materials section. There, you can see, Clarisse is smart, it knows how to repath everything once you've changed all your folders and contexts. In this case, if you go to material and remember the sphere that we used earlier. Now I made a slight mistake. It seems as though in Legacy this would affect the outcome of the reflection and so it should in here as well, but it looks like it doesn't as much as I would have hoped. In which case we're using the environment light and we don't necessarily need the sphere anymore. So let's click on the sphere and delete it. You were good while you lasted. Let's say File, Save, because we don't want to work without saving. Essentially this will save your new setup for you, so that when you open it you will get it like as-is right now, and I think that's important, because you don't need to worry about doing all this, I've done it for you. Let's go to create a New Context now and this context we will call textures, or txt. We'll leave those txt context inside the material folder, and we'll take all of our map files essentially and place them in the txt folder. That way we start to organize our working environment. So now in our models directory we need to start importing the rest of the mountains. And you can do that by going to File, Import, Geometry, Exercise Files, mdl, hi, bg mountain two, and then say No. So as you click on that and move into your 3d viewport, press F, you will see that there is the second mountain. It's being lit by the environment light at the moment, so you might want to just turn that off for the time being, just so you can see it. And the idea here is to start laying out your scene and make this your final layout. Essentially remembering all the things that we've learnt so far. Now if you need to reference the original layout then it would be best for you to turn that on, and we've got it disabled. You can click on it, right-click and Enable. Give it a minute while it loads all the geometry. Now you can start to stay true to your original layout by moving these mountains around in the place where they should be. You can start to place them in potentially the right areas, and then hide or disable the ones that you don't want to see. You can flick it back and forth by disabling this layout and then looking through your render in order to see if your layout is satisfactory. In this case it seems to be pretty nice, but we are quite unable to tell exactly until we get all of the rest of the mountains in, of course. Now the important thing to remember when creating a layout is that you are creating a world in a sense that if a mountain is the size that it should be in 3d then it will look correct in your render. If, for example, I was to take this mountain and move it close and then resize it and then put it in front of the camera perhaps it might look OK, but most of the time you will be able to tell that there is a scale discrepancy. In fact, geometry that's been made to look like it's quite large contains a lot of subtle details. If we end up taking those details and scaling them down even further then we have a scale mismatch and we start to see all sorts of problems and issues. As you can see there this mountain looks just as big as this one, but it's half the size. That also takes away from the attention of the viewer. So let's go back to leaving it where it was, we are quite happy with that, and continue to import all the rest of our geometry. Now we're probably going to fast-forward through all of this. As you can see, I've imported the rest of my geometry that I've got from World Machine. I had an issue with this ground plane here, so I've had to take it back into Clarisse and export it out from Clarisse and once it's been laid out. And you can do that by clicking on it, going to File, Export, Geometry. And that will indeed create an OBJ file, which is why I've called it the hi_exported.obj. Now as for the rest of these it's time for us to move them into position. Another great feature of Clarisse is that you can select multiple objects and manipulate their attributes and some of you might be users of Maya or other software that's had troubles with that. And the reason why, because if you select the object you will notice that in Clarisse it tells you you've got five objects selected, here's what they are, and then if they share attributes they will be displayed, but if they have unique attributes they will be tagged on at the end of the Attribute Editor. So you can very easily manipulate a number of different types of objects. So if I want to change my light, and then my shader, and then even the path tracer, or the camera you will see that they're all selected and the unique attributes are there, but any attributes that are shared will be noted as. Right now there seems to be no attributes that are shared, except for the Translation. The rest of them all unique and you are that way able to change the attributes of multiple different types of things at the same time. So let's zoom out and start laying this scene out. We're going to fast-forward through this and save the end state for you.

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