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"Chris R" <car### [at] comcastnet> wrote:
> "s.day" <s.d### [at] uelacuk> wrote:
> > Some decent modelling, areas I would look at to improve are:
> >
> > Bricks look too uniform especially on the floor and garden wall.
> > The join of the garden wall to the house looks odd, particularly on the left
> > where it is well lit.
> >
> > Some of the textures need more work, particurarly on the floor, think of
> > layering some dirt over the top and when doing that try to add dirt in realistic
> > areas (darker in the corners/nearer the ground etc).
> > I can't say exactly what it is but the lighting looks odd maybe better radiosity
> > settings.
> >
> > The roof looks great and the modelling/texture on the bucket in the well is very
> > good.
> >
> > I tend to always add focal blur (not that I have done much with Pov for a
> > while).
> >
> > Sean
>
> Thanks for the comments!
>
> The garden wall is an isosurface that uses a brick pigment pattern to add the
> individual blocks. I had added turbulence to the brick pattern so the edges of
> the blocks are uneven, but the limitation is that all of the blocks are
> basically the same size and offset by 1/2. I could redo it and randomly
> generate blocks with a more complicated layout.
>
> At one point I had added a sand layer to the floor of the well/garden area. I
> had tried to add some mossy coloring as well, but I didn't like how green
> everything got, so I took it out and didn't go back again. The blocks for the
> floor could have more variability in size and shape as well.
>
> I have only done a little work with radiosity, especially in outdoor scenes, so
> I'm not surprised there may be issues.
>
> I think if I were doing a view of this scene that was more zoomed in on one of
> the elements I'd be more inclined to invest the time into adding focal blur. As
> an overview shot, if I were using my camera, I'd be using f6 or more, so I
> didn't bother. A closeup of the bucket dripping water would be a good time to
> break out the f2.8 or f1.4 lens, though.
I went back and looked at the brick texture I used for the buildings and did
some more work. The attached image is a closeup of a brick wall as an
isosurface using a brick pigment pattern, applying some noise for the brick face
texture, and added some variability in the depth of the brick so they aren't all
flush with the face of the wall.
Still not completely happy with the look and texture of the mortar, but I think
these bricks are a big improvement on the original without individually creating
each brick.
Post a reply to this message
Attachments:
Download 'brick_wall_iso_close.png' (1588 KB)
Preview of image 'brick_wall_iso_close.png'
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Op 23-6-2021 om 20:17 schreef Chris R:
> Still not completely happy with the look and texture of the mortar, but I think
> these bricks are a big improvement on the original without individually creating
> each brick.
>
Agreed. Still, I have a problem with the vertical 'roughness' of the
bricks and the horizontal 'roughness' of the mortar. Try to give that
some turbulence (warp {turbulence <0.01, 0.1, 0.01>} for instance for
the mortar and warp {turbulence <0.1, 0.01, 0.01>} for the bricks) and
scale that 'roughness' also up for the bricks. It should not have the
same apparent size as the mortar.
--
Thomas
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> Op 23-6-2021 om 20:17 schreef Chris R:
>
>> Still not completely happy with the look and texture of the mortar,
>> but I think
>> these bricks are a big improvement on the original without
>> individually creating
>> each brick.
>>
> Agreed. Still, I have a problem with the vertical 'roughness' of the
> bricks and the horizontal 'roughness' of the mortar. Try to give that
> some turbulence (warp {turbulence <0.01, 0.1, 0.01>} for instance for
> the mortar and warp {turbulence <0.1, 0.01, 0.01>} for the bricks) and
> scale that 'roughness' also up for the bricks. It should not have the
> same apparent size as the mortar.
>
The vertical roughness of the bricks is very similar to what an actual
intentionally made like that.
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 23-6-2021 om 20:17 schreef Chris R:
>
> > Still not completely happy with the look and texture of the mortar, but I think
> > these bricks are a big improvement on the original without individually creating
> > each brick.
> >
> Agreed. Still, I have a problem with the vertical 'roughness' of the
> bricks and the horizontal 'roughness' of the mortar. Try to give that
> some turbulence (warp {turbulence <0.01, 0.1, 0.01>} for instance for
> the mortar and warp {turbulence <0.1, 0.01, 0.01>} for the bricks) and
> scale that 'roughness' also up for the bricks. It should not have the
> same apparent size as the mortar.
>
> --
> Thomas
Thanks for the suggestions. I am using the builtin f_wrinkles and f_bumps for
the roughness, but I have my own way of adding turbulence to those. I made some
much larger changes to the grout roughness to improve that as well.
The rough wood panels on the sides are to give context for the scene I am
developing.
(The green line is an axis I use in my test scenes so I can see where noise
extends beyond the basic shape.)
--
Chris
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"Chris R" <car### [at] comcastnet> wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> > Op 23-6-2021 om 20:17 schreef Chris R:
> >
> > > Still not completely happy with the look and texture of the mortar, but I think
> > > these bricks are a big improvement on the original without individually creating
> > > each brick.
> > >
> > Agreed. Still, I have a problem with the vertical 'roughness' of the
> > bricks and the horizontal 'roughness' of the mortar. Try to give that
> > some turbulence (warp {turbulence <0.01, 0.1, 0.01>} for instance for
> > the mortar and warp {turbulence <0.1, 0.01, 0.01>} for the bricks) and
> > scale that 'roughness' also up for the bricks. It should not have the
> > same apparent size as the mortar.
> >
> > --
> > Thomas
>
> Thanks for the suggestions. I am using the builtin f_wrinkles and f_bumps for
> the roughness, but I have my own way of adding turbulence to those. I made some
> much larger changes to the grout roughness to improve that as well.
>
> The rough wood panels on the sides are to give context for the scene I am
> developing.
>
> (The green line is an axis I use in my test scenes so I can see where noise
> extends beyond the basic shape.)
>
> --
> Chris
Sorry, somehow I didn't get the image attached...
Post a reply to this message
Attachments:
Download 'brick_wall_closeup.png' (1488 KB)
Preview of image 'brick_wall_closeup.png'
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Op 24/06/2021 om 17:17 schreef Alain Martel:
>
> The vertical roughness of the bricks is very similar to what an actual
> intentionally made like that.
I had not been aware of that. In this "bricks country", they are not
very common apparently, or at least I have never seen them. ;-)
--
Thomas
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Op 24/06/2021 om 19:16 schreef Chris R:
> "Chris R" <car### [at] comcastnet> wrote:
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>> Op 23-6-2021 om 20:17 schreef Chris R:
>>>
>>>> Still not completely happy with the look and texture of the mortar, but I think
>>>> these bricks are a big improvement on the original without individually creating
>>>> each brick.
>>>>
>>> Agreed. Still, I have a problem with the vertical 'roughness' of the
>>> bricks and the horizontal 'roughness' of the mortar. Try to give that
>>> some turbulence (warp {turbulence <0.01, 0.1, 0.01>} for instance for
>>> the mortar and warp {turbulence <0.1, 0.01, 0.01>} for the bricks) and
>>> scale that 'roughness' also up for the bricks. It should not have the
>>> same apparent size as the mortar.
>>>
>>> --
>>> Thomas
>>
>> Thanks for the suggestions. I am using the builtin f_wrinkles and f_bumps for
>> the roughness, but I have my own way of adding turbulence to those. I made some
>> much larger changes to the grout roughness to improve that as well.
>>
>> The rough wood panels on the sides are to give context for the scene I am
>> developing.
>>
>> (The green line is an axis I use in my test scenes so I can see where noise
>> extends beyond the basic shape.)
>>
Much better indeed. Personally, I would like to see some more randomness
in those brick's patterns but that is just my own feeling.
--
Thomas
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> Op 24/06/2021 om 17:17 schreef Alain Martel:
>>
>> The vertical roughness of the bricks is very similar to what an actual
>> intentionally made like that.
>
> I had not been aware of that. In this "bricks country", they are not
> very common apparently, or at least I have never seen them. ;-)
>
Not common here, but I've seen several houses and other buildings that
loss some popularity lately.
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"Chris R" <car### [at] comcastnet> wrote:
> Still not completely happy with the look and texture of the mortar, but I think
> these bricks are a big improvement on the original without individually creating
> each brick.
I like this particular render of the bricks, since I know exactly what type of
brick you are making. The later render with all of the turbulence wrecks that.
https://www.masonsmasonry.com/usercontent/Brick/No9Blend.jpg
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Chris R" <car### [at] comcastnet> wrote:
>
> > Still not completely happy with the look and texture of the mortar, but I think
> > these bricks are a big improvement on the original without individually creating
> > each brick.
>
> I like this particular render of the bricks, since I know exactly what type of
> brick you are making. The later render with all of the turbulence wrecks that.
>
> https://www.masonsmasonry.com/usercontent/Brick/No9Blend.jpg
The nice thing is that with about 2 lines of code changes I can have either
version.
I am also thinking about other ways of varying the depth of the bricks. I am
currently using a moderately scaled f_snoise3d function to push the bricks out
and in from the intended plane of the wall. It gives interesting effects where
bricks get pushed out at angles. But there are other ways using warp repeat
patters where I could get the bricks to push out or in as a whole, allowing some
more interesting patterns of brick layout.
--
Chris
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