City Lights

by NM-8 in Surfacing


 SWIFT ARCHITECTURAL DEPTH

 


This shader projects detailed interiour into your city buildings. Reduced to a few parameters, this shadergroup allows for quick setup. 

heres a runthrough all adjustments:



  • vector: the proportions of the rooms (along local x,y,z)

  • depth: how deep are the rooms
  • out wall: color of the wall
  • gapwidths: how much does the wall cover
  • edge radius: (cycles only) how wide the edges of the model map walls, this helps to avoid windows at the edge.
  • tint/floor/wall/glass: coloring the interiour and windowglass
  • light strength: emission strength of the rooms
  • light bias: how many rooms have lights on



This product includes  sample blend file with the shader. 
You will see two shader setups: one for a single building, and one which already makes variations over objects and object elements to assign it to several buildings at once.



a "random cell rgb" is available as output to add further variation. this can also be used as input for a second citylight nodegroup, which has the same proportions, to get colorvariance over the rooms:




Have a look at my other items including:

  
  
  



About the Creator: 

I am a 3D artist in the advertising & television industry for 25 years.
While working on projects and teaching animation at design college since 1998, i studied physics at the university of Vienna. That equipped me with a solid toolset of math to use in 3D workflows.

I started programming Blender add-ons and noding vector operations into shaders around 2012.

I love how Blender and Cycles offer a lot of opportunities to speed up rendering and fake depth into surfaces in many ways.
$17

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Details
Sales 70+
Dev Fund Contributor
Published almost 3 years ago
Software Version 4.2, 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93, 2.92, 2.91, 2.9, 2.83, 2.82, 2.81, 2.8
License Royalty Free