Hello guys !
Quick personal project for fun, here is a Cycles render of “La Forêt”, name given to the former frame under Notre-Dame de Paris’ roof, before this piece of France’s history sadly burned.
Everything is very low poly, funny thing is the scene contains only 3 objects : 1 wood, 1 brick, 1 rosette shaped light emitter. All the rest is instantiated. UVs are custom using 3D world coordinate in order first to match any size, and also to add random diversity in textures and displacement.
Volumetrics and chromatic aberrations are post-processed using Glare nodes (fog + ghost) and Sun Beams node.
Wire render :
Enjoy !
See you
++
Tricotou
3 Likes
I like the mood of the image!
Could you please explain your method of texture mapping? Using 3D world coordinates sounds interesting, especially as I don’t see any texture stretching on elements which are rotated / scaled.
As UVs I first get back 3D world coordinates into object referential (top)
And multipling by object size (bottom) in order to fit UVs to scaling

Then I used a “trick” which is :
(X+Y)/2 → U
(Y+Z)/2 → V
Which basically ables a perfect match of UVs regardless of the orientation, considering in that example it’s going to be oriented on the Y axis
Then you can use random per object (multiplied x 1000 to make sure it overlaps original UVs if not included in 0 - 1 )

I plug a single value for UV scale directly in the Scale Vector of mapping

At the end I end up with this kind of network (the right part is just classic PBR workflow)
And here is a little demo for the “interactive” result, I.E. UVs matching with size, automatically random per object (even if instantiated)
See you
++
Tricotou
3 Likes
Wow thanks, that is seriously useful!