AndyD Posted March 5, 2019 Posted March 5, 2019 Hi, I made some tests and I play with materials grime and the maxwell gras settings; there are the results: Andrea Quote
ariel Posted January 13, 2020 Posted January 13, 2020 Hi Andy nice renderings. How did you make the tiled roof? is it also a Maxwell texture ? Quote
BernieB Posted January 18, 2020 Posted January 18, 2020 I'm also curious about how you did the roof. It's a style I want to do more easily in Form Z. Quote
AndyD Posted January 19, 2020 Author Posted January 19, 2020 Here are the roofs (expires after 7 days): https://we.tl/t-DeYwaIOu7F Andrea Quote
pipo Posted March 12, 2020 Posted March 12, 2020 Hey Andy With your grass I would suggest you experiment with scattering. This will give you far superior results than maxwell grass. I will post a little visual tutorial shortly Pip Quote
pipo Posted March 12, 2020 Posted March 12, 2020 Prepare geometry The main drawback with scattered grass is the edging to driveways or curbs Method requires setting up the geo with 3 sections - A - main grass plane edge with no scatter , B - outer thin perimeter of grass on which you scatter small grass objects to maintain a reasonably straight edge ( I usually scatter 2-3 different smaller grass objects ) C - inner body of grass on which you scatter larger grass objects and clover etc ( I usually scatter 5-6 different grass objects plus say 2 flower objects ) Basically create the plane that requires grass (A) then offset 10 cm and 30cm to create B and C A, B and C are all mapped with a basic grass texture , this will only be visible on the edge of the grass. pkcn and Des 2 Quote
pipo Posted March 12, 2020 Posted March 12, 2020 Remember to ensure the normals are correct on the planes on to which you are scattering Important also to ensure the world coordinates of the maxwell grass objects (MXS objects) are 0,0,0 otherwise the scattered grasses will not locate properly Image below shows example of the grass models used in the render sample NOTE : when imported into studio all these objects occupy 0,0,0 so they will be overlapping in the viewport I have moved them here to indicate the relative sizes and variation used for the render pkcn 1 Quote
pipo Posted March 12, 2020 Posted March 12, 2020 Also regarding your tiled roof I generally model everything but for this roof I would definitely use displacement and only model the ridge cap Try this as a start point....maxwell displacement works well for basic planar displacements Tiles roof modern_4.mxm Quote
pkcn Posted March 12, 2020 Posted March 12, 2020 Hello Pipo, Thank you very much for that tutorial. What kind of mxs object is for grass models? A 2D textured plane or a 3D textured basic object? Quote
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