Place and lock the camera
First let’s place the camera, so we can see the same thing, here is how I did place mine:
Note that I’ve also locked my camera just to be sure.
Add a 2D layer
In Smode you can composite with 2D and 3D layers.
So now go into the
Standard Pack > Texture > EnvMaps
and drag and drop the
Sky.jpg
image before the mountain (as showed on the image) and move it a little bit up.
To see the differences between the composited images and the 3D Layers, you can split the screen by pressing the icon circled in blue.
By default the 3D viewport camera is the current composition camera. So in the viewport to the left, select Vizualiser Camera to navigate in the 3D viewport without breaking your composition.
If you are tired of all the helpers in the viewport or you want to see blue outlines when you select a 3D Layer, you can turn off / activate them by clicking on the area circled in green on this image.
Add a light
Now let’s be “foufou” and create a
Directional Light
Orthographic light casting shadows
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(Light>Directional light). You can move and see it in the 3D viewport.
Be sure to set up your light according to the size of your scene. To be easier, here is a screenshot to show how I placed it in this example. Note that in this case, the size in it's parameters will have no effect on the light intensity but only on it's helper size.
I put the shadow bias at 10 because of the size of the scene.
Don't forget to check the
Advanced parameters
mode to fully see what lights have to offer.
Create Depth using the Z-Buffer
Put the 3D plane inside od a composition (
Ctrl+shift+C
) and rename it 3D mountain
Create a new uniform layer (
Right click > 2D layer > Uniform
) and turn it to white.
Put a
Depth mask
Select each pixel depending on a associated depth-value
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over this layer (
Right click > Masks > Depth Mask
)
Now we are going to use the uniform layer to generate the fog through the layer mask.
For that let's use the depth map of the composition that contains the 3D mountain by selecting it in the "
Depth mask
Select each pixel depending on a associated depth-value
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" value of the depth mask parameters.
Set up the uniform / depth mask like showed below :
Note that you can create any effect you want based on Depth simply by using a depth mask over them.
Let's add some dark on the foreground, for that do the same operation as before but this time leave the uniform black, and then put a
Depth mask
Select each pixel depending on a associated depth-value
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over it and set it up like that :
Let's add 2D post effects
Now here is the fun part, we are going to add a lot of post effects over the current image to make it prettier.
In this example I've added 3 modifier's presets :
Right Click > Modifiers > Color >
Colorize
Re-colorize an image by applying a color gradient
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> Warm filter 2
Right Click > Modifiers > Color >
Exposure
Control the contrast of an image by adjusting its tonality
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> Master
Right Click > Modifiers > Color > Stylize >
Chromatic Aberration
Lens chromatic aberration effect
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Let's add also a little vignetting :
- Create a black uniform (
right click > 2D layers > Uniform
)
- Ass a Circle mask preset named Large vignet just as showed below (
Right click > Masks > Circle Mask
)
with this settings:
For the remainder of this tutorial, I rename this uniform "Vignet"
Lens Flare
First, create a
Lens Flare
A bright light (optical aberration effect)
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with the Horizontal Light preset (
2D Layers>Lens Flare>>Horizontal Light
), then set it up like showed below.
You can set it up either in it's parameters or in the viewport in "edit mode", to activate this mode, click on the button circled in green on the screenshot.
Next:
Let’s grow some vegetation