Cycles yep! The wood is a texture with the gap between the wood boards removed, I remade the actual physical geometry and randomly placed the textures for each board for variation (using random island), as well as a color node randomiser to brighten and darken each physical plank
Very informative, thanks! Just one question, what's the advantage of using geometry nodes to shift UVs over the "Shift U" and "Shift V" options of the array modifier? Did you need more control? Beautiful render btw!
I haven’t used that in the array modifier before but it is also linked to a brightness and darkness gradient in the node tree so there may be more flexibility there :)
Nice video! But could you explain the first part with the linked files anyhow deeper. Or do you have external references? I couldn't find something similar. I relatively new to blender and im working a lot with linked assets. But how is it technically working, that you reduce memory usage with a linked blend file. Does it rather depend of linking assets than blend files? For example: If you have a linked blend file with a lot independent high poly tree assets. When you render, why wouldn't it need the same vram as if you have the files in your og file? Other way round: why would it save memory to link files, compared to have linked assets in your og file? Im working a lot with archviz and high poly Natur. So I would love to see that you're right and its possible to save memory usage here :)
Is there a way to UV wrap like 3ds max. I remember an old trick we used to do for flooring using one texture or three planks. We would unrwap the UV and then add texture map. then in the 3ds max node we did same thing you did . create nodes that would offset the colors a bit from plank to plank to gie it slight variations.
@oliverhiggins8376 thanks for replly ! I found what I was looking for . The plugging floor generator had. Small tutorial on how to do multiple hues for one plank texture.
Some people sai k-cycles is 3-4 times faster than cycles specially in such high sample value, i think you should try it. Also i tried Luxcore render which give feels like corona renderer.
Thanks for your consistent, informative, and inspirational uploads. The renders look great as always!
Thank you very much :)
Super useful to know a different workflow that I am used to. Thanks for the tips!
No problem :)
First time watching your tutorial but won't be the last as it so useful and informative...thanks for sharing knowledge and experience mate.
That’s great to hear, stay tuned there’s more cool vids in the pipeline :)
At the last image, where is your foliage from? It looks so good!
nvm im stupid. But wich pack number?
Thanks :) it’s the NZ plants pack, not sure the number soz!
Brilliant work!
Love the lighting! Cycles?
The wood cladding is a texture on a plane with a normal map? They looks so natural!
Cycles yep! The wood is a texture with the gap between the wood boards removed, I remade the actual physical geometry and randomly placed the textures for each board for variation (using random island), as well as a color node randomiser to brighten and darken each physical plank
So helpful! And the design is stunning
Thank you very much :)
Very informative, thanks! Just one question, what's the advantage of using geometry nodes to shift UVs over the "Shift U" and "Shift V" options of the array modifier? Did you need more control? Beautiful render btw!
I haven’t used that in the array modifier before but it is also linked to a brightness and darkness gradient in the node tree so there may be more flexibility there :)
More control is better ;) @@oliverhiggins8376
Great video ! Greatly underrated as well.
I really appreciate your feedback!!
Thanks for this video! I'm already implementing bits of your use case and workflow. 👀
I’m really glad :)
Nice video. Where did you get the vegetation?
The nz plant pack :)
Nice video! But could you explain the first part with the linked files anyhow deeper. Or do you have external references? I couldn't find something similar. I relatively new to blender and im working a lot with linked assets. But how is it technically working, that you reduce memory usage with a linked blend file. Does it rather depend of linking assets than blend files? For example: If you have a linked blend file with a lot independent high poly tree assets. When you render, why wouldn't it need the same vram as if you have the files in your og file? Other way round: why would it save memory to link files, compared to have linked assets in your og file? Im working a lot with archviz and high poly Natur. So I would love to see that you're right and its possible to save memory usage here :)
Sorry I don’t have any references for that, it’s just my process! It helps for bigger scenes but can’t give you any more detailed info.
Is there a way to UV wrap like 3ds max. I remember an old trick we used to do for flooring using one texture or three planks. We would unrwap the UV and then add texture map. then in the 3ds max node we did same thing you did . create nodes that would offset the colors a bit from plank to plank to gie it slight variations.
Hey thanks for your comment, yes you can UV unwrap very similar I believe, although I haven’t used 3ds max in a while
@oliverhiggins8376 thanks for replly ! I found what I was looking for . The plugging floor generator had. Small tutorial on how to do multiple hues for one plank texture.
Some people sai k-cycles is 3-4 times faster than cycles specially in such high sample value, i think you should try it. Also i tried Luxcore render which give feels like corona renderer.
I’ll have a look into K cycles! I’ve used Ecycles before and it’s pretty nice to use
0:45 was gold for me . as i cant acess a more powerful pc
Glad to hear you found it useful :)
how can i find the plant asset pack that you used?
If you Google “nz native 3D plants you should find it :) it’s by globe plants I think
Great techniques here! Thanks for sharing! Sub'd!
Thanks for the sub!
pretty based
All in a days work
you are amazin gbro
Thank you 🙏
amazing
Thank you so much!
🥰🥰
Seems cool, there is no reason to not try exterior render now
Exactly! Do it and show it on my discord :) discord.gg/CSrZhzMkhA