3D Art

Duck Pond

Stylized, Shader, Hand-Painted, Geometry-Nodes

This project was started to test out Blenders Brushstroke Tools addon, which lets me scatter and draw brushstrokes on a 3D surface. Since the first result was very promising, I decided to build a scene around it that fit the stylized look.

Through that I also learned a lot about building stylized shaders and materials for the environment.

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Final Render

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Workbench Render

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The Stylized Pond Shader

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Water Lilies with Hand-Painted Colors and Normals

Starting the Project

Since my initial plan was to test out the brushstroke toolset, I started by modeling and texture painting a very rough duck shape from reference. It didn't have to be very accurate, because the brushstrokes would later cover up the object and adopt the underlaying color.

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I then added the first layer of brushstrokes to the model. The strokes were distributed automatically, with only basic directional inputs from me:

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I drew the rest of the brushstrokes by hand to represent the wings of the duck:

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Building the Scene

This first result looked promising to me, so I decided the duck should have a pond with water lilies to swim in.

For that I built a shader and several Geometry Nodes setups for the pond and the lilies.

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The Water Lilies

First the GeoNodes for the water lilies:

The system distributes a first layer of lily pads. Then, a second one is placed on top and shifted upwards, where a pad from the first layer already exists.

That way there is little to no intersection between the layers.

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With the same procedure, the lilies are then placed on top.

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The whole setup is based on a vertex mask that can be easily edited.

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The Pond

After that, I built the shader for the pond:

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It relies on stylization by basically splitting up the colors, shadows and highlights into editable layers.
This gives me a great control over the individual colors and visibilities (e. g. of the reflections) and the overall composition of the pond.

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I also added some foam around the water lilies and the duck.

The proximity information for the foam gets collected by a corresponding Geometry Nodes setup.

I also included a way to simulate foam behind the duck when it's moving (as seen in the simulation area), but never ended up animating the scene.

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Complementing the Style

To compliment the painterly look of the duck and the pond I handpainted the base color and the normal of the lily pads (and of the duck's beak).

That way the light interacts with the color in a painterly style.

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Finishing the Scene

The last step was to decorate the scene with weeping willows, mainly responsible for shaping the light falling on the pond: