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Tile Roof's


wgrdesign
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I usually do both texturing and a bit of basic modelling for flat roof tiles. For ridged tiles then it depends if I don't do close in then I use just a texture but if it is close in I will model them.

 

For flat tiles I usually use lines to make up the stepped profile of the roof then just extrude it. This then gets a texture and isn't too heavy to model.

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Perhaps this helps... Found it on the internet.

 

http://www.sharecg.com/v/15293/tutorial/Displacement-maps-from-hi-poly-tiling-geometry

 

greetz

 

this looks nice but, if you already have Grass and other displacements, than you risk to go out of memory, i use max/vray on a 64bit machine with 6GB ram, and even with this i have often to take out some displacement for render large images.

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how much displacment are you using, im basically running the same machine, but with 8 gigis of RAM, I have yet to run out of memory and thats using arroways large textures and grass, are you using the vraydisplacment modifier, that seems to me it renders faster then having displacment in the mat. just a thought

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you're right, using the vraydisplacment modifier in 2D modus renders faster.

actually when i render a 3500x2500px image it often crash when the ram usage go around 3.5GB, i was thinking about put 2GB more but i don't know if it will help cause as it seems it cash already before all 6GB i have is used (around 3,4 and 4GB of ram usage)

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I guess I do it the hard way, I have a set of roof tiles modeled - one big flat sheet with a whole bunch of them. I'll bring that in, align it to the section of roof I need it to fit, then slice it up to fit that roof section. After I get one section in, I set it to display as box or just hide it, then set up another section using another copy of the original sheet of tiles.

 

I'll unhide or turn of display as box on the first set, to make sure the seams line up reasonably well, then hide or set both to display as box....and continue this way section by section untill it's all done. Then I start attaching them all together. This is usually where the machine bogs down a bit, and it really is a pain if one of my sheets was mirrored and the normals come in flipped when I attach a section.

 

All that is pretty time consuming, but in the end I can convert it all to a vray mesh and use vray proxy, and from there on out it's really manageable and looks great on final render.

 

And then 99% of the time, the client comes back and says "oh you know what, we aren't doing the tile roof after. Change it to composition shingle."

 

SO frustrating.

 

I think I'll give the displacement method a try.

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  • 3 months later...

 

I guess I do it the hard way...

 

SO frustrating...

 

....I think I'll give the displacement method a try.

 

 

It doesn't have to be hard!

 

Displacement is great, but in this situation, not so much. All you need to do is model up 1 tile unit, the roof surface with quads that match the tiles' length/width, and use the Scatter command to distribute the tile unit uniformly.

 

When you try to model a complex tile roof as one entity, YOU are making it more difficult. The geometric primary form is really a collection of uniformly arranged organic secondary forms.

 

Figure out how you want to model the secondary form, then use the power of Max to duplicate and arrange that object into the primary form.

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