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Thread: Suggestions on how to model this irregular stone wall...

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    Senior Member terribrown's Avatar
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    Default Suggestions on how to model this irregular stone wall...

    Hi guys.

    Some valued input would be greatly appreciated. Client has specifically asked for 3D geometry and not a texture of this wall (there are a few of them in the project and integral to the design):

    stone wall.jpg

    SO! I tried for about a day or two to create the style in Railclone. No luck due to the edges of the segments being visible. See attached test:

    stone wall test.jpg

    created using these segments:

    stone wall_segments.JPG

    I eventually contacted Itoo who said that particular stone style is not possible to recreate with Railclone. Hence my predicament.

    Suggestions on how you would go about modelling this which be greatly appreciated. It can't take me one week to make, and obviously also can't be too viewport/render intensive. One last joyful addition - the walls aren't solid, there are windows and doors cut out in quite a few places.

    One suggestion was using the Fracture Script (which I used to create the RC segments) on the entire wall, but each wall is approx 9m high and 20m long...and there are 7 of them, so that would take forever to detail well.

    Thanks everyone.

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    Member maxryhan's Avatar
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    Default Re: Suggestions on how to model this irregular stone wall...

    I think this will help you
    https://forum.itoosoft.com/railclone...0451/#msg20451
    with color and UV randomization you can hide the tiling repetition .
    If you have access to Substance Designer you can get good results too
    https://www.youtube.com/watch?v=f9CeOVh9Nmc
    with displacement map you can get almost identical result to modeling
    Last edited by maxryhan; 4 Weeks Ago at 06:26 PM.

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    Senior Member terribrown's Avatar
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    Default Re: Suggestions on how to model this irregular stone wall...

    Thanks Max, but the difference between that post and my situation is that the bricks in that paving are all an identical size. Good luck finding a pattern in the wall I need to do!

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    Senior Member nauticus27's Avatar
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    Default Re: Suggestions on how to model this irregular stone wall...


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    Veteran Member Ernest Burden's Avatar
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    Default Re: Suggestions on how to model this irregular stone wall...

    Build a displacement texture from that photo. Do you need a much bigger 'run' of it? Having it all there in one shot is about as good as it gets. The lighting is fairly even over most of it. Some careful copying can extend it to be bigger.

    I would usually make a map out of noises and apply that at displacement, but I rarely have such a perfect photo to work with.
    Ernest Burden III
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    Senior Member terribrown's Avatar
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    Default Re: Suggestions on how to model this irregular stone wall...

    Quote Originally Posted by Ernest Burden View Post
    Build a displacement texture from that photo. Do you need a much bigger 'run' of it? Having it all there in one shot is about as good as it gets. The lighting is fairly even over most of it. Some careful copying can extend it to be bigger.

    I would usually make a map out of noises and apply that at displacement, but I rarely have such a perfect photo to work with.
    Thanks Ernest, but he has specifically asked for it not to be a map but rather 3D geometry, as it's an integral part of the design and he wants to see the grooves inbetween each stone clearly.

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    Senior Member terribrown's Avatar
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    Default Re: Suggestions on how to model this irregular stone wall...

    Quote Originally Posted by nauticus27 View Post
    Thanks Scott. I had a look. Unfortunately can't cough up the $385 right now. Perhaps AFTER this project :/

    However I have been using the Fracture Voronoi script off scriptspot (used it to create my initial segments for RC). I tried to apply it to the whole wall but it ended up crashing. Might try it in smaller chunks...

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    Default Re: Suggestions on how to model this irregular stone wall...

    When using displacement it turns into geometry at rendertime, and you should be able to see the grooves and such. If however "real" geometry is a must, then perhaps make a lot of rocks with debrismaker or a similar plugin and use FFD boxes to manipulate/deform the rocks to fit into the scheme described in your pictures? Would take a lot of work, but would most likely look pretty good. You could also place the picture/texture on a plane, then cut along the grooves, select all the faces and inset a bit, then invert selection and delete the grooves, then shell the remaining geometry and tesselate it, add some noises and some turbosmooths and you get geometry that could look like the rocks/stones in the picture.

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    Veteran Member Ernest Burden's Avatar
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    Default Re: Suggestions on how to model this irregular stone wall...

    Quote Originally Posted by terribrown View Post
    Thanks Ernest, but he has specifically asked for it not to be a map but rather 3D geometry, as it's an integral part of the design and he wants to see the grooves inbetween each stone clearly.
    Displacement IS real geometry. In Cinema4D I just map it onto a heavily subdivided surface and it does the displacement in the file, in the editor window, in 3D. I'm not talking about render-time SPD, though that would also work. The result will be exactly what you want and easy to implement. You have a great photo to work with.
    Ernest Burden III
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    Default Re: Suggestions on how to model this irregular stone wall...

    I'd personally do something like this -

    Use splines to create shapes by tracing over the reference image. If it's a large area you're covering, make 1 large tilable section, then re-use.

    The extrude the splines, using a touch of randomness. Find a script to help.

    That'll give you a very good base.

    Then add modifiers such as subdivide, tesselate, to add polygons.

    Then add noise, warps, etc to distort the models.

    Then add displacement, textures, etc to give it the right stone feel.

    Should take a few hours max.

    This method will kill RAM, but once it's done, vray proxy it, and it's no problem


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