Some architectural renders with nodes

Hello everybody,
Here’s a new project I’m working on. It’s an old farm we are changing to a guest house.
Still need a lot of modelling and detailling.
I needed some images showing the traditionnal materials so I wanted something else than the classical CG look, and I need to print it in black and white. But I wanted to keep the ability to get standard color images without changing all the materials all the time. So I made new trials on the composite nodes and got this (100%Blender, no postpro):

http://blenderclan.tuxfamily.org/html/uploads/img48b3aad1c7dd0.jpg

http://blenderclan.tuxfamily.org/html/uploads/img48b3ac6113130.jpg

Without resizing:
http://blenderclan.tuxfamily.org/html/uploads/img48b3ae4da2cae.jpg

A perspective:
http://blenderclan.tuxfamily.org/html/uploads/img48b3d648b463a.jpg

And the basic render to see the textures before the nodes:
http://blenderclan.tuxfamily.org/html/uploads/img48ae9815d42fc.jpg

Cant see any image nor anything more than this:
“Hello everybody,
Here’s a…”

Sorry, I hit the wrong button, it should be allright now :smiley:

Can we see the nodesetup to get the hatched render?

Awesome work with the nodes. Could you share your setup?

Cool node work, I have seen something like this done in blender before but i think you did it better. I am adding myself to the list of people who would like a look at those nodes

viralata, that is amazing! They look like painstakingly hand-drawn illustrations. I too would very much like to see your node set-up.

Viralata, this is very nice! It has the look of a well drawn pencil drawing. I love the look! Great Job!!!

jjyoder

It might sound a bit boring by now, but excellent work. I love the line drawing look.

For newbs, the word ‘Nodes’ is like the magical wonderland that can make anything possible in Blender…Way to work the magic!

Nice, I thought for one second that this were your reference pictures :slight_smile: Plz, teach us!!

Thanks all for the comments. The work has to be finished in 3 days, so the tutorial will wait a bit :D,
But basicaly, you will be disapointed by the node setup, it’s quite simple. The more complicated is that it is very sensitive to materials, lights and so on, so to use it with another scene means a lot of tweakin again.
To be short:
One normal renderlayer with UV textures and AO.
One hatches renderlayer with a single mat which is a node mat (mix of two hatches)
One Edge renderlayer with only the edges

You apply a RGB curve on normal layer, then use this to screen the hatches layer (where it’s dark you have hatches, where it’s white, no hatches).
You convert the normal layer to BW and use a kirch filter on it, inverse it and then again RGB curve, to get the borders of the stones, the brick and wood textures as a drawing.
Finaly you multiply those two, and alpha over the Edge render layer.

Written like that sounds easy, the tricky parts:
-chose the good amount of modelled details (for the edges)
-adjust those bloody RGB curves
-adjust the ligntning
-adjust the scale of the hatches texture (different options: the basic one is “from view” but not so nice or “orco” but far objescts get messy, to have more control is UV and make the objects far away have bigger hatches, this is lot of work).

Hope it can help, more images to come in some days

This looks really great, thanks for explaining how to do it. I also marvel at your roof from the normal render. How did you get those random variations in color and position of the roof tiles? It looks very natural. Did you do everything by hand, or did you use some trick? :slight_smile:

Sanne:
For the roof position, I did it long time ago with kloputil to repeat one tile, and then a random position and location script (I forgot the name sorry).
For the color I joined the tiles into one mesh, used unwrap to get the UV separated by tile randomly and use as texture a rougly painted texture with some color variations.

viralate, thanks for your explanations. For repeating we can use the array modifier nowadays, so that’s settled. Sounds like quite some work for the texture, but it payed off nicely.

Hmmm, for the random location, I remember a script called salt shaker, maybe that one can be used, will try. Anyway, very nice work, and thanks again for your answers.

The problem with array is that you get a single mesh when you apply it while with kloputils you get linked duplicates, that you can then move/rotate randomly.
For the texture the unwrap tools make almost everything for you.

viralata, you have created a really wonderful look.

I was going to post a tutorial for a similar look that I just came across, but now I realize this is one of your tutorials.

http://matthieu3d.free.fr/TutoVira2/tut2en.html

Thank you for these sketch and pencil tutorials. I look forward to seeing the nodes for your images in this thread. These are a great help and inspiration.

Here is the tutorial:
http://matthieu3d.free.fr/TutoVira2/tut2en.html

From viralata’s site- just follow the link in his sig line.
This technique is not new- this is just an evolution of it.

jOllYRoger, in fact I didn’t use the same technique here, even if I aimed to reach the same type of render, it’s for that I did’nt mentioned my tutorial. Here the hatches are made with a material node, with no difference between AO and shadows unlike in my tutorial. It’s somehow simpler, and sometime nicer, sometime uglier, and I like to try different ways, so I will still make a tutorial about this one.

viralata, this is really a great look. I’m looking forward to seeing your nodes or a full tutorial as well.

In fact, I tried to post the same link as j0llyr0ger (to your other tutorial) earlier, but my post was blocked. I came across your other sketch-style render node tutorials recently and only when I tried to post, did I see that the link was the same as in your signature.

Thank you for sharing your inspiring images and helpful advice.