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rendernoob

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Reply with quote  #1 
PortAttic.jpg


A
ny feedback is greatly appreciated!


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bigstick

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Reply with quote  #2 
Not bad! The lighting is convincing, but your wood texture scales are too big.

Some different pp would be better I think, it looks very yellowish...

Also, a less distorted camera angle would be better. I try not to use anything greater than 45 degrees, because beyond that, the distortion seems to be too great.

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rendernoob

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Reply with quote  #3 
Thanks! I'll definitely try a smaller texture scale. Funny things is I created individual wood planks, and trying to adjust their individual textures was a pain. 
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atrodler

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Reply with quote  #4 
Here’s how you save a lot of time and effort on individual planks.

Believe it or not you can get a nice random look starting with one plank component. First, build the plank component and get the texture scale corrected as suggested. Now build your model using the one plank. Then you can go through and randomly rotate a plank here and there to get the texture going the other way. If you select the move tool and hover over the plank, click on any of the plus signs and you will be able to rotate the plank and maintain axial orientation. Then you can go through randomly and ‘flip’ a plank on the long axis which actually mirrors the texture. You can also flip on the short axis which mirrors the texture in that direction. Of course you will be flipping on either the red, green, or blue axis which is all relative to the axis set in the plank component. Flipping automatically retains axial orientation. You can then rotate some of the mirrored ones to again get the texture going in a different direction. If you pay attention to the grain as you do this you can separate any repeats and separate any mirrored planks in immediate sequence. The fact that you are using just one plank becomes almost imperceptible. If necessary, generate a second plank component with adjusted texture and repeat the process.

I run into this situation when creating wooden vehicular guard rails, decking, and similar objects. I will sometimes go as far as to make three components and then go through the randomization described above to some degree. The nice thing is if you need to make any texture image adjustments you only have one or two to edit yet your whole model will update.

Components at their finest.

Good luck.

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bigstick

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Reply with quote  #5 
Or you can use Julia Eneroth's Texture tools plugin. If you model the planks as groups, you can use the Randomise feature - works really well!



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arqcova

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Reply with quote  #6 

You steal my comment Bigstick! that plugin is a great time saver, you select all the individual faces that you want to randomize and just one click and voila!

 

I use it a lot with pergolas and other repetitive elements.


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atrodler

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Reply with quote  #7 
Looks like I’ll be trying that plugin soon!
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rendernoob

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Reply with quote  #8 
I figured out that the rounded edges plugin that I used made the planes un-editable so I'm going to have to recreate the planks but I'll let you know how the texture reboot progresses, it sounds great
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arqcova

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Reply with quote  #9 

They can be updated (hidden geometry on) and that's it...  you can see each face and change it, and use eneroth's plugin random texture

 

but the time needed would be a lot more, make some tests 1st in small areas...


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rendernoob

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Reply with quote  #10 
PortAtticPP.jpgSo the planks are all redone with the texture randomized and individual groups.

Also used the SU render instead of Podium Walker with a sunset HDRI.

Feels less warm but more realistic. I think that if the sun were beaming in at this angle the bed light wouldn't be nearly as bright but I'm open to suggestions too. 

Also set the FOV at 45 degrees.


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