Petra (Was WIP - Al Khazneh)

Hi all,

Here are several renders from my Petra project. I hope you enjoy.




A few more

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Two more



Very nice, the modeling work is impressive. the only thing breaking the realism is the shaders and lighting, the rock needs some dirt maps, (try the new pointiness attribute) and the light is too soft. but otherwise looks great.

I agree with russcript, the modeling is fantastic. I also agree, the shader is to uniform. Great job though! :slight_smile:

Thanks for the feedback guys. I will give that a try as soon as I get the chance.

russcript, just so I understand, when you say the light is too soft, are you referring to the softness of the shadows?

looks impressive.how was the displacement map for rocks made?

Very well done!!!

This is awesome! The material makes it look like clay, so if I’m honest it would be perfect if you were to present this as a Clay Model of Petra :).

The only small crit I have is the door that goes inside of the temple. You should give this more depth. also probably because of the small size of those pics the black looks a bit pixelated.

Anyway small things, your modeling is great!

Thanks Remade, andrea, and Dominik.

Remade - I used CrazyBump to create the displacement and normal maps from an image I got off of cgtextures.

yeah, your main sun lamp should have harder shadows, but you could use an environment texture to add the warm fill light of the canyon.

Aaah, Petra. The pride of my country. :slight_smile:

Great job on this. Agreed on the previous comments, textures (esp. columns) could use more details.

Modeling is superb :slight_smile:
I agree that the stone could use a better texture

Does anyone have any advice on how I may be able to make the textures better? My current node setup is mildly big and complex, completely based on procedural textures. I am having difficulty getting a better look. Maybe I need to consider using image textures.

Personally I would use image texture, I find that procedural stone is very hard to get right

I made a quick shader to demo how I create procedural dirt maps,using both the OSL AO node, and the new pointiness attribute.

Shader:https://www.dropbox.com/s/s2qv9su0clnf6rj/DirtMaps.blend?dl=0

OSL OA script:http://vadrouillegraphique.blogspot.fr/2014/07/new-versions-of-gao-and-gao2-ambient.html

Pointiness:http://durknfred.blogspot.com/2015/02/new-cycles-pointiness-attribute.html


Thanks for the files russcript. That helps me a lot seeing this in use. I had found that same OSL script the other day and was starting to experiment with it some. It did make an improvement. Helped give things a more weathered look. Your results look really nice. I will have to download a newer build and try out the pointeiness attribute you mentioned before.

Been experimenting a bit, trying to get more of a rocky look. Does this look better to anyone?


Very preety :slight_smile:

details are great