Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: Jpjapers on 2018-09-30, 19:01:51

Title: How to create realistic housing exteriors?
Post by: Jpjapers on 2018-09-30, 19:01:51
Ive been doing some renders for a housing development and theres a few things im struggling with in terms of realism but the biggest one i can see straight off is that the brickwork on the houses just looks too neat and tidy. Any tips on what i could do to help this? I also struggle with balancing the super clean look the client wants with making the image look realistic and believable.
I cant really show the images as its an unfinished client project but any tips you guys have for your exteriors would be greatly appreciated!
Title: Re: How to create realistic housing exteriors?
Post by: sprayer on 2018-09-30, 20:50:58
maybe you can show part of  image what  don't like and what you want to achieve?
Title: Re: How to create realistic housing exteriors?
Post by: Jpjapers on 2018-10-01, 10:57:08
maybe you can show part of  image what  don't like and what you want to achieve?

Ive attached a crop. I dont like how clean the image is but its what the client wants. It looks too 3D but for new build houses it seems to be the requirement for the brochures.
Ideally id like to find some absolutely huge brick textures. that have no repeats and plenty of variation. Im open to all critique on these images by the way. I want to improve but i dont know what i need to do to improve.
Title: Re: How to create realistic housing exteriors?
Post by: sprayer on 2018-10-01, 11:57:56
For making it less clean you may change  mood of weather make it more cloudy and even add shadows for a clouds so wall will looks less flat.
I am doubt what you can find the same texture with variation, but you can find nice brick texture and edit hue etc.
This one for example https://www.rd-textures.com/product/brickwall-06/
You  can also add very small AO or other dirt texture in different mapping ID with some texture to make it a bit dirty not perfect repeated bricks.
At you image i can see not enough displacement quality so at final image it may looks different if you render it in big resolution, also altering in photoshop, adding contrast playing with levels etc gives better expression.
But changing  HDRI will give you different looks, so it also may work. If you don't need to use hdri in interior because you  barely  see lt in interor, but for exterior hdri is very important
Title: Re: How to create realistic housing exteriors?
Post by: mlon on 2018-10-01, 12:15:33
try creating your brick textures with bricks'n'tiles to your own liking.
variation ie. (noise) is the way to more realistic images.


mlon
Title: Re: How to create realistic housing exteriors?
Post by: steyin on 2018-10-01, 16:32:35
I always find the number one issue with, or rather the first way I can tell a brick exterior is not realistic, is by the coursing. When bricks/mortar joints don't align where they should it throws the image off. The second biggest issue I notice or struggle with are corner and window returns. Thankfully sills/headers can be hidden by stone sills/lintels, etc, but sometimes this isn't in the design.

I normally use bercontile for my brickwork to get variations/non-repetition, but a good bitmap with proper displacement and additional layering of dirt/marks and noise also works well as suggested already.

I saw someone suggest using Rayfire for bricks recently since it offer good controls over brick variation, but I haven't been able to test it in terms of memory consumption. Seems doable for a small/normal sized exterior, but when you get into a massive facade I'm not so sure.
Title: Re: How to create realistic housing exteriors?
Post by: Jpjapers on 2018-10-01, 16:36:28
I always find the number one issue with, or rather the first way I can tell a brick exterior is not realistic, is by the coursing. When bricks/mortar joints don't align where they should it throws the image off. The second biggest issue I notice or struggle with are corner and window returns. Thankfully sills/headers can be hidden by stone sills/lintels, etc, but sometimes this isn't in the design.

I normally use bercontile for my brickwork to get variations/non-repetition, but a good bitmap with proper displacement and additional layering of dirt/marks and noise also works well as suggested already.

I saw someone suggest using Rayfire for bricks recently since it offer good controls over brick variation, but I haven't been able to test it in terms of memory consumption. Seems doable for a small/normal sized exterior, but when you get into a massive facade I'm not so sure.

Ive found out today that you can use railclone to extract parts of textures and dynamically generate new ones. This works perfectly for brick as per their tutorial

https://www.itoosoft.com/tutorials/uvw-xform