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here is the scene. there are several sources objects, and several emitters with differents colors.
2 planes object (wich opacity maps are displayed) are used to fill some holes.
Roof's top needs something actually. i plan to add some dirt, scum and flowers on it.
good job appius, looking good so far other than the peak as mentioned
-dave
Cheers,
-dave
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nice technique. how did you get that wall done? in the viewport it shows like if its all modeled as oppsed to textured
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mine is not bad, but it should be more compact. that's why i thinck your looks not bad and maybe more realistics. Actually it depends of the distance between the camera and the target, and also of the size off the house. mine looks a little one. to make it look bigger, i should use tighter strands and much more numerous, wich would be very long to render.
i'm not sure this is really interesting. Maybe the best would be to mix texture with some fur.
Could you share your texture so that i can make a try?
nice technique. how did you get that wall done? in the viewport it shows like if its all modeled as oppsed to textured
yes, it's modelized. at first, i tryed on distorded planes with mask and displacement, but it was really long to render.
i prefered modelize it, this make much more polygons, but it takes less times to render. this help also to deform : the vertical stakes are part of the mesh, so that with soft selection, when you move some vertices of them, the horizontal strands follow perfectly.
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