Hi, lately I’ve had fun playing with volumetrics, so the other day, while watching the sunset I realized two things, first that even some “fugly” residential buildings as those can be redeemed by the enviroment at the right time, and second that trying to recreate that scene in blender would be cool.
For this scene everything is modeled, from the roof tiles to the curtains to the clouds the birds or the sun. I’ve abused particles distribution creating a series of groups one for the windows, another for curtains, another for the shades, and so on, randomly repeated to simulate the real process of change of those buildings along a 40 year span by its owners.
Each object was modeled once and using hooks and drivers I created a random subset of each.
The trees are made with the never-ceases-to-amaze-me tree sapling add on. I’ve use big sized leaves as distribution surface for a particle group instanced of some hand modeled leaves. At least in my tests the same tree renders almost in half the time if the leaves are modeled than if they are a plane with an opacity map. Since they were not going to be seen from upclose I could get away with a simple model of a leaf.
All textures, besides the AC units front panels and the leaves are procedural.
For the sunset scene I used a box to limit the volumetric effect but for the cloudy one I used the enviroment volume.
It’s been fun and on the wat I’ve learn quite a lot about materials and texture placement, also about randomness and particles and of course about volumetrics, which was the whole reason of this tests.
Subtle color correction, vignetting and signature added in compositor
Hope you like them,and any comments will be welcome.
the sunset scene took about 9hr 2500 samples @GTX780
the cloudy after rain one took about 8hr 2500 samples @GTX780
Opengl render of the scene