Night city research

Night city research

Postby 1k0 » Sun Aug 21, 2011 11:15 am

Hi everybody,

I'm actually working on a project involving a wide night city shot. I'm currently fighting with my custom maps to make them looks good and randomised with Ghost Town script, but for now I have to make some manual tweaks for that part ^^
I'll post my progress in that thread.

Image
Image
Image
Image
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Re: Night city research

Postby kilaD » Sun Aug 21, 2011 3:37 pm

Hey 1k0

Looking nice :) Some real nice stuff on your blog too!
Are you using custom lightmaps or procedurals?

Keep posting.


In gt there is a tool to put spotlights to every lightpole (if you're using streetstuff).
Edit: i took it out last update, but you can run this function to do the same:

Code: Select all
fn GT_Spotlights=
(
local theSpot=targetSpot()
theSpot.multiplier = 0.7
theSpot.farAttenEnd = 900
theSpot.hotspot = 48
theSpot.falloff = 160
theSpot.castShadows = off
   
   local lp=$*GT_LightPole*

   for i in lp do
   (
   instance theSpot
   theSpot.pos=(i.center+[0,0,110])
   )
   delete theSpot
)



Run it once first, then enter GT_Spotlights() in the listener to execute it
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Re: Night city research

Postby 1k0 » Mon Aug 22, 2011 2:46 am

Thanks!

But this scene has to be optimised so I only use auto illuminated material (in Mental ray) and low poly buildings, Final gathering to the job then.
Point or spot lights will be used in a few places to give more luminosity to custom buildings or cross roads.
It's not script related but I'll explain anyway the workflow of my custom material to randomise window lights on buildings on my blog soon.

I'll use streetstuff with custom objects :)
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Re: Night city research

Postby 1k0 » Mon Aug 22, 2011 10:33 am

Eureka, I got it!

Image

I got the way to proceduraly light my windows. I decided to start from 0 again with a new workflow, I wasn't familiar at all with real word scale texture coordinates^^
All I need now is a huge photoshop mask work on the textures and all should work nice for my next attempt next week end.

The desired look:
Image
Those are simple boxes with face map UV coordinates, the diffuse/reflection/etc maps are tiled but the auto illumination map isn't, that's the trick :)
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Re: Night city research

Postby kilaD » Mon Aug 22, 2011 3:41 pm

Looking good, gives me some ideas..

Here's a test i did a while ago, i used a mask on a noise texture as lightmap, which in turn illuminated the diffuse window texture. There's just one texture with a mask...lazy, but with the new procedural facades feature it could actually be done automatically.

http://www.kilad.net/gtmod/Images/gt_2_nIGHT.png
Attachments
gt_2_nIGHT.png
gtnight
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Re: Night city research

Postby 1k0 » Mon Aug 22, 2011 3:57 pm

Nice!
I use a combination of procedural tiles in a composite material, that's the way to go to get different colors randomly on the facades. I just remembered your wonderful plugin allows us to load custom material lib, I can't wait to test that again next week end.

To add more random to the textures/materials I extracted some office bluiding as editable poly and applied them a material by element modifier and duplicated my original "night building" 3 or 4 times, changed settings in the auto illumination map and then play with the random seed in the modifier, it works pretty good.

By the way is a screenshot of the city I'm building for my project, the first line of building are hand made:
Image
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Re: Night city research

Postby kilaD » Mon Aug 22, 2011 5:53 pm

Seems like a fun project :) Looking forward to see the result!


btw: damn this forum for cropping the images..argh. Probably better to use the attachment instead of img
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Re: Night city research

Postby 1k0 » Mon Aug 29, 2011 10:05 am

Back with a few images.
Yeah I noticed the forum crop the image but when you right click on the image you can choose to display it in full size ^^
The modeling process is done, I passed a loooot of time making the custom library, no more texture stretch.
Now I have to model the 2 streets we will see in that shot, (we can see one with a tons of neon signs here) but it's no more ghost town related.
Anyway, Now I got a big city like that with the help of your script I must change my camera movement to show it more than initially :)
Thanks!
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Decor_WIP_20_Fb.jpg
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Re: Night city research

Postby kilaD » Tue Aug 30, 2011 1:36 pm

Looking good, I like the atmosphere/fog, looks like a warm misty night.
Good luck with the rest!
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Re: Night city research

Postby 1k0 » Fri Sep 02, 2011 7:18 pm

Thanks kilaD!
I'll come back with the link to the video for this projet as soon as it will be completed, and will keep playing with your wonderful script :)
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