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Architectural Study1

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  • Architectural Study1

    Yeah, really original title. Just for fun on a Saturday afternoon after fooling around with the facade for a bit and then wanting to render it already. It was a good exercise in finding optimal IR settings - some of the corners were giving me hell but I think I found the perfect balance between speed/result. The large stone textures bumped the rendertime up significantly, and the Ivy I guess, although I swapped the leaves out with a custom geometry-only leaf. The ivy is noticeably repetitive and cardboard-y, I need to work more on the shader and add some translucency and noise to break it up a bit and maybe add 2 or 3 more textures to fool the eye, but i'll probably model more of the facade before I get back to that.


  • #2
    The stone material looks great, nice work, I can't find a repeating pattern

    The ivy is the only thing that looks a little fake because the leaves are all the same color. One would expect some color variation and some dead leaves (yellowish and brown leaves). Don't know if it possible to add some random variation to change the leaf color a little. They look a little too perfect as is.

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    • #3
      Originally posted by rmejia View Post
      Don't know if it possible to add some random variation to change the leaf color a little. They look a little too perfect as is.
      I developed a shader for our CGstudio that uses a desaturated map as base and blend a green/brownish noise (with UV set to global) in a VrayBlendMaterial. Doing a great job for that.

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      • #4
        Originally posted by Klonsemann View Post
        I developed a shader for our CGstudio that uses a desaturated map as base and blend a green/brownish noise (with UV set to global) in a VrayBlendMaterial. Doing a great job for that.
        Can you sent us more info about that shader Klonseman? And maybe an example... curious about it. Thankyou

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        • #5
          Here a quick rebuild of the shader.

          The "Light" map for faked highlights contains a Fallof in a Fallof. First one set to Shadow/Light, 2nd in the white slot set to Perpendicular/Parallel.

          The basic thing about the shader is to set the Noise (small, medium and large) Coordinates to "World XYZ".
          Attached Files

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          • #6
            Up on the roof:

            I'm aware of the tiling, and the ground tiles probably need a tad reflectivity. I don't know what i'll do about the tiling that isn't tedious but I have a few ideas.

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            • #7
              Looks great. I particularly like the texture detail.
              Ben Steinert
              pb2ae.com

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