The scene has the stroke display quality settings low to make updating a bit faster and use less memory. In addition displayAsMesh is toggled off for grass and brush, which reduces memory overhead a bit. Note that trees and blowing grass update during playback, because they have turbulence animations. For fast playback one could set paint effects to "interactive" in the performance options. Then the pfx would not animate during playback.
There is a slight flicker problem during animation that perhaps a bright user could fix. I think this must be due to the brightness of the lights combined with the depth map resolution limits... perhaps made worse by having a non-black shadow color. As the leaves animate the combination can result in holes suddenly opening up in the shadow map allow light to pop on for those bits. A real scene would tend to not have this problem due to multiple scattering of light through the leaf canopy. I tried converting everything to poly and had the same problem, so I'm pretty sure its the way the lights are defined... they have rather extreme intensities, but in real life a forest is quite dark compared to the sky and outer illumination.

In an actual forest the light scattered through the leaves would illuminate the fog, giving the fog a greenish tinge, so I make the fog slightly green to simulate this.
Additionally I wanted the background to be very bright from overhead. To simulate this bright background I created a box(nurbsCube1) with a surface shader that had a bright outColor(value set to 4.5 in color editor) and positioned it around my scene. The bright color punches through the fog where it is nearer to the eye.
Finally I added a small amount of depth of field, focusing near the camera to simulate the way dense fog slightly blurs distant objects.
The trees in this scene are have been modified from existing presets. If you want to make any tree or bush in this scene a preset it is easy. Select the tree and then do "Paint Effects:Get settings from selected stroke", followed by "Paint Effects:Save Brush Preset". If you want to create an icon for the preset you can paint a stroke of the brush in the paint effects panel, then in the save preset box select "grab icon" and drag the mouse over the region in the panel to become the icon, then save the preset. One can also create icons from the render view window by using "View:Grab Swatch" from its menu.
You can find the Scenefile and SourceImages below.
parentToSurface.mel
nClothBook.ma
dynamicFollow.mel
cameraFollow.mel
cameraFollowScene.ma
lightOcclusion.ma
fireball.ma
itsSlinky.ma
TunShu_BindClothSkin.zip
confettiFall.mb
simpleConfetti.ma
roundConfetti.ma
partyStreamers.ma
waterTank.ma
nClothWater2.ma
nClothWater.ma
waterPlayground.ma
sunsetLeaf.zip
oakBigLeaf.mel + oakBigLeaf.mel.icon
ribbonTwist.ma
bagOfMarbles.ma
toonOcean.ma
buckySphere.ma
thickSlab.ma
phoneChord.ma
forestRoad.ma
bark.iff
basicLeafHC.jpg
birchBark.gif
grassRoad.jpg
leafSerrate.tif
WhiteBark.tif
sideleaf.rgb
Thanks Duncan for a beautiful scene for us to learn from. I hope that your next tutorial with the trees and leaves blowing, clinging to the winds using nCloth will include that magnificent scene for us to break down and learn from. Thank you very much.
excellent work duncan.
why does the scene flicker so ?
Paint effects uses the depth buffer from the scanline render, which only has one depth value per pixel. One can use the depthType on the camera to control whether partial overlap of a pixel appears in the depth or not. Thus setting the depthType to nearest visible should get rid of the poke-through you describe, although the borders of objects may then pull through some of the background color, causing fringes. One solution is to render at a higher resolution without antialiasing and then resize back down to the target resolution.
A very beautiful lighting job. Thanks for making the source available to us. I used it and noticed that translucent (semi-transparent) NURBS display a ‘poke-through’. Additionally, extremely tiny cracks between NURBS surfaces also show a very visible ‘poke-through’. I understand that these artifacts may be unavoidable because of the post-processing nature of Maya Paint Effects. Do you have any suggestions as to how to ameliorate these effects?
I`ve got it thanks. DragnDrop worked , open scene did not, but thats normal.
cheers
Mike




