Parametric Walls - Forest Cabin Bundle
Memory optimization:
Due to the memory limit of 8GB graphics cards, we render on tile 256, if there was a problem with a lack of memory we would lower it (128,64,...). The tile is smaller and takes longer, but it is more reliable at high resolution.
Trees viewport optimization:
From the external file, all trees are lined up in the main scene to reduce its complexity as much as possible. There is a ready-made version for linking with a limited viewport (for slower computers) and full view - which we also use to accurately display light in the viewport.
Research workplace:
As part of the flow of the scene, we created each part honestly so that it would be available for future projects for us and anyone else. All data is as open as possible. And this applies not only to specific parametric walls but to other things. Specifically, let's mention:
Particle systems:
The scene is an example of how we use particle system foliage. We manually create LOD in the form of 4 grass layers for the front part, 2x middle, and distant grass. In each layer, there is a combination of 4 or more particle systems that combine green, dead, and yellow grass at different heights. You can easily copy prepared particle systems to your scene, and objects can be easily added to collections and thus also to a set of scattering distribution systems.
Displacement
In earlier versions of the blender, for each new case, we looked again for our cheatsheets with the procedure to set the displacement correctly. Now it's a bit easier, but still, the mud with displacement only around the house is a good sample reference for us - how to use displacement.
Depth of Field
In most cases, we render clean renders without effects and finish everything additionally in Photoshop. Lately, we've been striving for 100% production in Render only. No post-production. In practice, a similar process is almost required with the number of variants. Depth of field is a very nice working element in this scene thanks to the variety of small details. Its render settings can also be copied and tested on this scene.
Postprocess
We often use a soft Glare effect that we copy for other scenes and our CID addon (not included). https://blendermarket.com/products/cid
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