Hope House

Here is an image I just completed. Somethings I like and some things I wish I had time to change. The render region in SP3 is really a time saver, thanks!

Bercon Tile

I tried using the Bercon Tile for the roof, but to no avail. Does anyone have any tips? I tried everything on the roof, but I couldn’t pull anything off. Since every building, for the most part, has a roof it would be nice for a simple to use shingle generator. I have invested in all kinds of texture maps, but all tile really bad.

I personally found a tiles map to be the best, least tiling map for shingles, although I don’t do too many of them. You can use some mix maps if you want to work in some color variations, and a displacement map with horizontal lines to give it a little depth.

I’ve used Bercon tiles for brick walls and love the effect. It seems to me that the system might be a little to much for a series of roof tiles though. Have you thought about just modeling the roof tiles? It might not be as time consuming as one might think (array). The poly count will be pretty bad though.

Roof

Thanks Henry. I just got a new machine with 16Gb of ram. I am loving being able to add more detail. If I can’t get the time generator to work I’ll try modeling them.

Roof Plug-in

Has anybody tried and successfully used this plug-in?

Roof

Downloaded, tried, and love it! I’ll post an update tomorrow.

cant see the image bobby?

Fine here…!

fine here too. looks great, if a little under-exposed.

Hope House

Here is an update. The shingles are geometry using random material ID’s.

Hey Bobby,

Rendering is looking good. I’d just make your color variation on those suckers a little more subtle, and I think you’ll have it. Large planar surfaces are always a such a pain.

Agreed with timmatron: for expediency, it’s fairly difficult to beat a gradient based roof tile displace map based off a ‘tiles’ shader. In more recent times, I’ve come up with some pretty robustly tiling diffuse roof materials by multiplying a nice plain asphalt roof texture with a ‘tiles’ shader making sure to match the spacing between the two maps. You can set the tiles horiz. and vert. count at a number sufficiently high to create enough shingle variation to avoid apparent tiling; then just set the u/v tiling for the asphalt texture to a multiple of the total number of tiles in your tiles shader. At that point you can play with tinting & variation in the tiles shader to get rid of those roof tiling issues once and for all. Sometimes takes a while to get everything lined up; but once you have it it’s always quick to modify. =)

Cheers!
Dave

weird that I cant see the link again…

Nice Update! Roof looks much better.

grass

The grass was a mixed map with a noise mask. I made one material ID 1 and the second ID 2. I applied a vraydisplacement to ID 1, but it effected both. Is this not possible or am I missing something? :smile: