small parisian studio

Get feedback from others on your works in progress
User avatar
WytRaven
Indigo 100
Posts: 905
Joined: Mon Aug 27, 2007 8:24 pm
Location: Dubbo, Australia
Contact:

Post by WytRaven » Fri Sep 26, 2008 3:01 am

You really lived in this space? :shock:

I know I'm a little claustrophobic but I would have thought anyone would have found this very difficult to handle :(
:idea: "A foolish consistency is the hobgoblin of little minds..." - Emerson 1841

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Fri Sep 26, 2008 9:51 am

:D yes I did ! Well when you are 16 that's fine, you feel independant and at home and that's priceless. The fact is that it took me 15 years to leave for various reasons, but at some point I was over-adapted to the place. No wonder you'd feel uncomfortable, it's a standard jail cell size ;)

My next big arch project could be the house I left before in the country side, that's another story but I already cooked some proc maps some time ago:

Image
has no bump

It was an old farm renewed, that makes a big house: it had a wide fire heart in the living room and a traditional bread oven in the kitchen ;)

Edit: Maya users might be interested in this (soundless) video tutorial (xvid 7MB).
Last edited by CTZn on Wed Jan 21, 2009 4:43 am, edited 1 time in total.

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Mon Sep 29, 2008 11:44 am

Image

A more complete exemple of (Maya) procedural stonewall, with bump and albedo maps. Displacement is external and not very accurate, mortar for example is very lowpo. The shading network uses 6 source textures and does a few operations on them/their placement (UVs).

Hopefully at some point I'll try to emulate such networks with ISL :)
obsolete asset

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Tue Sep 30, 2008 2:04 am

very nice :)
Though, as you said, the mortar is pretty lowpoly and... I also don't really like the colour of it. Was your house wall coloured like that or will it change?

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Tue Sep 30, 2008 2:55 am

This is going to change, it's a bit quickly thrown yet. Call it another proof of concept :)

I reverted for a gray for mortar because the noise I was using before was too contrasted, worse than actual dull one (a bit like the stones now wich are also too saturated). Also the subtle bump disapeared with downsampling, making it less interesting.

In a more advanced fashion, at this stage I would separate stones and mortar's geometries and disp them again in Indigo. Also the stone shader would be more complex to borrow that systematic slope stones have, allowing them to start sometimes more abruptly than they do now.

Thanks for asking ;)
obsolete asset

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Tue Sep 30, 2008 3:01 am

Also mortar is dark because during the testing session textures where really too bright, and I could note that render times were waaayy longer (immortal noise :P ), so I went for darker tones and I was flabbergasted by the performances change.

Really that's something to watch out, don't rely on tonemapping when your textures are too bright/saturated that's a fault, fine-tune them instead :)
obsolete asset

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Tue Sep 30, 2008 3:21 am

yesindeed :D
I think, the speed falloff is about exponencially... pure white ~ infinity and pure black == 0

somewhat like tan(pi*x/2)... |x € [0;1]

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Tue Sep 30, 2008 3:51 am

:x

please no maths in my threads until I say so kram ;) I second the version in english.

ISL is allowed, though !
obsolete asset

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Tue Sep 30, 2008 4:43 am

Code: Select all

http://upload.wikimedia.org/wikipedia/commons/0/05/Tan.svg
from 0 to pi/2

there, a bit more visual ;)

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Tue Sep 30, 2008 6:02 am

Yes that help... saying "about exponentially" was enough as far as I am concerned :)
obsolete asset

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Tue Sep 30, 2008 6:06 am

:)

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Thu Oct 23, 2008 2:33 pm

Only the image is new.

I'm kidding, I did research for the floor tiles wich are actual geometry, the mortar is a separate surface. But apart that it just reflects my pace at work, people don't panic ;)

Image
obsolete asset

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Sun Jan 04, 2009 7:13 am

Up, testing one single IES light:
Attachments
marxD_closeup2.igs.jpg
BiDir+MLT, 2500+spp, v1.1.15
marxD_closeup2.igs.jpg (66.74 KiB) Viewed 3388 times

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Mon Jan 05, 2009 5:48 am

the line between the hexagon-tiles and the gray floor on the lower left needs some imperfections ^^

Great :D

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Mon Jan 05, 2009 6:07 am

True, I'm planning small random rotations on tiles :)

Thank you !

Post Reply
40 posts

Who is online

Users browsing this forum: No registered users and 49 guests