
There are only 4 types of trees and a grass patch that have been instanced. I'm guessing there might be about 4-5 billion polys in this render. You could have a tree with 2 million polys, instance it 1000 times making it 2 billion polys, and it would only take as much RAM as the original tree plus the 1000 points defining where they're being instanced (which is next to nothing). It will be most useful to artists who already know some Maya basics: modeling, assigning materials, using the Channel Box, Attribute Editor (CTRL + A.

But I was playing around with the scene at half res, lighting only (no shaders) and it was fairly interactive. Overview This tutorial walks through the process of creating caustic effects in Autodesk Maya 2014 圆4, using advanced shader techniques. You will then have the opportunity to practice these techniques in a final summative assignment. The rest I will teach you from the ground up across 1 main exercise. Please see the Autodesk Creative Commons FAQ for more information. A basic understanding of navigating Maya A copy of Maya from 2017 onwards A copy of Nuke or After Effects. I didn't catch the render time, but I think it was about 1.5h at 1920x1080. Except where otherwise noted, work provided on Autodesk Knowledge Network is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
#How to make grass and trees autodesk maya 2017 how to#
Surprisingly, instancing that many polys doesn't slow the render down as much as you'd expect. Autodesk Maya 2018 Stylized Tree Timelapse VideoThis video shows a timelapse video on how to create a simple stylized tree using Autodesk Maya to model, Zb. Motion blur is a total hack, i used ramps and rotoshapes to make fake velocity vectors, and used that with a vector blur in Nuke. The MASH network must be set to particle instancer, instead of geometry for either of the two methods to work.

It has two output modes, by default it will just create a piece of geometry, but you can switch it to an instancer, allowing you to instance aiStandIns, or low poly geometry that renders a high poly object at rendertime. And other trees + grass are just aiStandins created the normal way (arnold -> standins -> create). Yep, MASH is super powerful in conjunction with standin objects.
