Tuesday 26 November 2013

Scene 10 Environment Textures

I've been working on the environment textures for the workshop scenes on the Divided this last week. I've just finished setting everything up for Scene 10. Here's some renders.



This is just lit with one large area light with ray tracing shadows. Renders are taking about 4-5 mins each at HD1080.

All the materials are mia_material_x_passes. Layered up with layered texture nodes and surface shaders for getting dirt and screens and paint on the same surfaces.

The glows are just down through the surface shaders for now but those will be replaced with area lights likely when the scene is lit. Here's a look at the shading network for the scene so far. Bearing in mind this is just the one corner of the environment.



During the process of creating these glows I found out you can get incandescence effects from the mia_material using the additional_colour attribute in the advanced folder of the shader. I'll have a look into that next time I'm doing similar work. I'd really like to be able to keep everything controlled with the mia shader.

I also did a wee touch more procedural stuff for Birtes Sandmen film. Same issue as before. 

She had 8k textures that were blurry and horrible for a checkered kitchen floor. Here are some renders of the procedural Blinn material I made along with the shading network. 


It was created using the checkered pattern (duh!) with grids used for the lines seperating the tiles and for the bump. 

It also has a 3d cloud stuck in the specular colour slot which may or may not look horrible when the camera is moving. Time will tell! This can easily be swapped out for something more specific. Would be cool to get some muddy footprints on there or something similar.

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