Author Topic: Realistic thatch roof  (Read 4396 times)

2020-09-24, 16:50:13

JulioCayetano

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Hey,
We are working on some renders for a traditional cottage in the Isle of Sylt (Germany). We´d need to create that characteristic thatch roof as similar as possible to reality, and with enough detail/quality to look realistic and consistent from different angles and light conditions. Some of the cameras will probably be close to that roof, but others may be quite far away, so it needs to work well under both circumstances if possible.
First approach we tried was simple: model the basic volume, the external shape of it, add Subdivide and a subtle Noise for a more "organic look", then shade it with scanned Thatch textures with a nice amount of displacement. The result wasn´t that good. We added a falloff map to the diffuse to give it a more "textile" look, but it didn´t worked.

We think there are another way, to try to scatter dry branches with Forest Pack (or equivalent), but looks quite complex to distribute them on such complex surface. And even with that we need to somehow achieve that recent "cutout" look.

Please find attached a couple of examples of real roofs in Sylt.

How do you think you would try to create this roof? More of a shader way? or maybe some kind of fur? Scatter geometry?

Any tips or info, etc. will be much appreciated.

Thanks in advance

Best
Julio

2020-09-24, 16:59:25
Reply #1

maru

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It definitely does look like fur!
I would try with some hair solution (but probably not the 3ds Max H&F modifier - it's sloooow) or maybe Corona Scatter.
Marcin Miodek | chaos-corona.com
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2020-09-24, 17:04:02
Reply #2

JulioCayetano

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Thanks Maru for your quick answer.

We have only used MAX H&F in the past, a very few times, for simple rugs, and yes, that was slooow. What other hair solution works well with Corona, so we can make some research?

Thanks!

Julio

2020-09-24, 17:32:22
Reply #3

maru

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Ornatrix and Hair Farm.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2020-09-24, 18:09:56
Reply #4

JulioCayetano

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Thanks for the info.
Which one do you think is more simple to use at least, easier to learn for a "hair noob" like me?


2020-09-25, 12:28:06
Reply #6

JulioCayetano

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Thanks for the info.
That exact megascans surface textures at 8k is what we tried first when doing our first rough test renders (attached). But the material is not behaving correctly or realistically in my opion, I see it is not catching the light how it should, the reflections are so different, even the lack of translucency. We should see nice falloffs all over the plain surfaces, due to the angle form which we look the grass "stripes"... I´ve tried with some falloff maps in diffuse slot but I cannot make it to work properly.

2020-09-25, 12:33:46
Reply #7

Jpjapers

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Thanks for the info.
That exact megascans surface textures at 8k is what we tried first when doing our first rough test renders (attached). But the material is not behaving correctly or realistically in my opion, I see it is not catching the light how it should, the reflections are so different, even the lack of translucency. We should see nice falloffs all over the plain surfaces, due to the angle form which we look the grass "stripes"... I´ve tried with some falloff maps in diffuse slot but I cannot make it to work properly.

Id probably think if youre looking for an efficient way of doing it, i would use the megascans material as a base and then adjust the material until youre happy with it. It looks pretty good, maybe youre nopt seeing the effect you want because its in direct, flat sunlight? Perhaps using a corona layered material or something. It wouldnt be too hard with Hair and Fur but it would take alot longer.

2020-09-28, 12:44:07
Reply #8

JulioCayetano

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Hey, we have done some testing going the Scattering Way. It is just a simple Vertical Garden preset from iToo FP, just a few tweaks like scaling it down and making it denser. It has a very simple CoronaMtl that has some translucense and very soft anisotropic reflections.
It is starting to look much closer to real life refs. What do you think?
Thanks

2020-09-28, 14:19:54
Reply #9

GeorgeK

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Hey, we have done some testing going the Scattering Way. It is just a simple Vertical Garden preset from iToo FP, just a few tweaks like scaling it down and making it denser. It has a very simple CoronaMtl that has some translucense and very soft anisotropic reflections.
It is starting to look much closer to real life refs. What do you think?
Thanks

Nice work, I would also add some falloff or AO to simulate the dark fresnel corners of the original one.
George Karampelas | chaos-corona.com
Chaos Corona QA Specialist | contact us

2020-09-28, 16:25:57
Reply #10

JulioCayetano

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thanks GeorgeK,

AO... sounds like a nice tip, i´ll give it a try.

2020-09-28, 16:27:55
Reply #11

Jpjapers

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This looks great! I see what you mean now regarding the variations you needed. Nice work!

2020-09-28, 17:05:46
Reply #12

maru

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I had this really crazy idea of using a custom baked vector displacement map for this (so that it would be skewed a little bit downwards rather than straight out of mesh normals). Here are my results. It is definitely not usable, but maybe can serve as a concept to figure out yet another solution? :)

Scene+textures: https://www.dropbox.com/s/bztuep2r4kzb14t/straw-roof.zip?dl=0
Marcin Miodek | chaos-corona.com
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2020-09-28, 17:18:17
Reply #13

Jpjapers

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I had this really crazy idea of using a custom baked vector displacement map for this (so that it would be skewed a little bit downwards rather than straight out of mesh normals). Here are my results. It is definitely not usable, but maybe can serve as a concept to figure out yet another solution? :)

Scene+textures: https://www.dropbox.com/s/bztuep2r4kzb14t/straw-roof.zip?dl=0

The second one makes my skin itch.
The first reminds me a little of this


2023-02-19, 19:15:24
Reply #14

Araujo2023

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the link to download the files doesn't work