Relaxing Room: Blender Cycles

I started this project with the aim to recreate this environment in Unreal engine 4 and see how far I can go (and how far can the engine) when creating architectural views.

When I modeled all the elements, I thought it was a good idea to take a few shots in blender cycles and thus able to compare then. At the time of writing this post, I have not recreated this environment in Unreal engine 4, but I hope these shots in blender cycles, are to your liking.

I have posted the WIP of this project, untill this stage, on the blog, if your are interested: WIP-1,WIP-2,WIP-3. When I can post some progress on recreation in Unreal engine 4, I will post on my blog

(click on the images for see in full resolution)

cam1_(alpha over_0.3)

cam2_sunbeams

cam3_default(1500s)_sunbeams

cam4

night

Old copper 1.2

I’ve been playing a bit more with this shader I made a few days ago and  now,  among other things, I have some extra outputs to make the shader configuration easier. Just simply connect the corresponding output from the main node group to the input for the material output with the displacement disconnected. This gives me a display of black and white values of the texture that ??will affect the material

old copper_1.2_Outputs(Click on the image to see full size)

Also I detected a small problem with the large bumps when its intensity was high. The problem was that, by increasing the intensity of the big bumps, in some areas, disappeared the small bumps. This was because the (black and white) procedural texture used for bumps, was overexposed when increase the intensity and the mix of small and large bump was not correct. Overexposure erased the small bumps in some areas. I have also organized the controls for bumps and I have added one more to adjust the scale on both at once without using the mapping node

old copper_1.2_bumps(Click on the image to see full size)

Apart from solving this problem, I have also improved the system for scratches. besides improving the visualization of all scratches, I have put many more controls to fine tune this aspect of the shader, from the main group of nodes. Now I can easily control the overall scale of all of them, and if I desire, adjust the scale, individually in each direction. I have also included some controls to reduce the intensity of each of the directions in which the scratches are formed, to the point of make disappear the scratches in the direction I choose. This combined with the rotation through the mapping can help in situations where, for example, you want to simulate, a piece verging another piece, because normally in this situation, the more pronounced scratches only go in one direction.

old copper_1.2_scratches3(Click on the image to see full size)

In this update, I have introduced a new effect, which I have called “chunks” as it serves to simulate torn chunks, It can also be used to simulate small impacts on the material

Metal_Old_copper(1.2)_chunks

This effect includes a switch for applying or not the affect, the respective controls for the scale and intensity and a function to isolate this effect , lesser or greater extent, up to reaching to create a smooth material, but with torn chunks. For this last situation, I have prepared a control to add the little bumps on the inside of the holes left by the broken pieces

old copper_1.2_chunks(Click on the image to see full size)

Finally, I include some options for, in case that I need use normal map or Ambien occlusion maps, easy I can plug it. Also some parameters to control the rays calculated by the engine, if I use normal maps, applying the concept (and discovery) that I saw in the last video on shaders from Kent Trammell

old copper_1.2_normals_Ao(Click on the image to see full size)

Metal_Old_copper(1.2)

You can download this material ;) Enjoy it!

The download also include the first version of this material

(You can use it commercially in your models.You can not sell it as is, with minor modifications or included in repacks etc..)

Downloads

Cycles shaders experiments

I’ve been practicing a bit with Cycles nodes to create procedural materials in Blender (CarPaint, Brushed Metal, Stucco and Old Copper). It was fun!

Thanks to Kent Trammell(CGCookie Educator) and Eduardo Maldonado (Blender enthusiast)      I was able to understand a little more the Cycles nodes to create procedural materials.

The first 2 materials (car paint and brushed metal) are thanks to Kent Trammell classes, I made a group and changed the inputs in both materials  to make it easier to set  in the scenes. Also in the metal material, I added the corresponding displacement of the metal brushing.

(click on images to enlarge)

CarPaint carpaint
Metal_Brushed Brushed metal

The Stucco material  is thanks to a blog post by Eduardo Maldonado, is good for distant pictures, he has a better one for close shots. In this case I only organized the nodes so that it was easier settings in scenes.

Stucco stucco

Old Copper

After some practice with procedural textures in cycles I created the copper material, from startr to finish, applying the knowledge acquired thanks to Kent Trammell classes and Eduardo Maldonado blog. In this material, I have put a lot of controls to configure various values ??of roughness, reflection and color correctly. This material can be used for new or old copper just changing some parameters in the material.

I am very happy with this shader because with small adjustments like color may be used for other metals, eg brass

BTW: I miss some kind of separator for inputs in groups to keep everything organized

 

Metal_Old_copper

old copper

You can download this last material ;)

(You can use it commercially in your models.You can not sell it as is, with minor modifications or included in repacks etc..)

Downloads