As a 3D VFX and Digital Composition artist, I have always been fascinated by the idea of creating beautiful landscapes and environments that transport viewers into a different world. For my project 2 in the VSFX721 course, I chose to create an enchanted forest scene inspired by the Hallerbos forest in Belgium.
In this breakdown, I will be sharing the key features and improvements in my project, as well as providing a technical guide for those who want to create a similar scene.
Key Features and Improvements
One of the main challenges in creating an enchanted forest scene is getting the right balance between the number of trees, flowers, and grass, while also maintaining a realistic look. To achieve this, I downloaded 4 different tree models and used the “copy to point” node to spread out the flower and grass textures. This worked better than expected and helped me to create a lush, enchanted forest.
Another improvement I made was using a volumetric node to exclude the unseen parts of the scene. This helped to improve the efficiency of the render time, and allowed me to have better control of rendering the geometry separately. I also added fog, which was originally a box geometry, and used the iso offset node and volume vop node to create the basic fog. Then, I added curl noise and some parameters to create a more realistic effect.
Finally, I used Quixel to download all the textures and geometries I needed for this project. This saved me a lot of time, and allowed me to focus on the creative aspects of the project.
Technical Guide
To create this scene, I started by creating nodes for individual flowers, trees, and grass, and then put them all together in an assets (Geometry) node. After creating all the necessary assets, I created another geometry node called “assembly,” which contains all the steps of multiplying trees and everything.
In order to have better control of rendering geometry separately, I created 6 render nodes for each element of the scene. I also added a grid with holes as a fake sky to complete this project.
During the process, I encountered many obstacles, including issues with textures not showing, crashing, and render failures. However, through trial and error, I was able to overcome these issues and create a final product that I am proud of.