Hello
I am working with the local architecture of an area which is based on stone, and i wanted to know if there is a way to make connections les straight and perfect, create uneven edges, etc to give the feeling of hand built house and not a perfect concrete or whatever other material structure.
Thank you
Best Regards
Rami Khedira
Depending on how you modelled it, I'd apply this thru a material to my wall surfaces. You can create any .JPG for a texture you want and apply it as a surface material to the wall.
I just took a screenshot of the .jpg you posted and applied it as a material. You'll have to mess with image scaling, etc to get the image perfect, but this just took a few seconds to apply.
Hello!,
thanks for your time,
But what i mean is then when you connect 2 walls together the edge is perfectly drawn as a line which isn't realistic in the case of my architecture here... and that is what i want to change.
To not have such neat edges to create a more hand made feeling... don't know if my explanation is being clear, but le me know it it's not.
Thanks again,
Best Regards
Rami khedira
Ahh I get what you mean now... You can edit a wall edge from a section or elevation view using 'Edit Profile" with the wall selected. This will put the wall into 'sketch' mode and you can draw whatever edges you want. I just hacked some teeth into this wall, but you could take the time to trace out the stone edges and make it really cool.
@Anonymous wrote:Hello
I am working with the local architecture of an area which is based on stone, and i wanted to know if there is a way to make connections les straight and perfect, create uneven edges, etc to give the feeling of hand built house and not a perfect concrete or whatever other material structure.Thank you
Best Regards
Rami Khedira
You might want to check out conceptual masses along with the material suggestions in other posts.
Ahh yeah forgot about that one!
Will try it,
But my concern would be then do i need to edit every single wall to obtain that or is there a way i could do it in mass or something?
Thank you
I've seen some Dynamo scripts people have built that generate rubble walls by creating random shaped "stones" and applying them along a given path and height, but I have no idea how you'd do that without pushing into Dynamo. I don't have much experience playing with Masses since I work for construction companies. Every thing we need is, for the most part, rigidly designed.
Very interesting topic, definitely subscribing to watch further ideas!
Ah ok yeah i don't know anything about dynamo but i'll try and see with the rest of info you gave that is pretty helpful!
Thanks a lot!
have a good day.
@GTisRuleX
Just for fun I tried applying the material as a bump map as well with "Speckle" at 100. The surface looks more real, but it doesn't to justice on the edges. I think the issue stems from the wall material doesn't wrap around the edges, as the surface looks 'bumpy' from a 3D view in 'realistic'
Getting closer with "Exterior Wraps", but still not the effect I'd want in this scenario.
Switching to Raytracing was a HUGE improvement. Starting to think the bump map is ignored in "Realistic".
@GTisRuleX wrote:
Starting to think the bump map is ignored in "Realistic".
Fairly sure that is true. The procedural effects (bump map) are not applied in a realistic view. It takes a true "render" to develop that effect. The raytrace visual style is a true render.
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