It’s solely texture based – it takes a single input texture which should be laid out in a specific way to make sure the different sections of the room are where they are supposed to be:Īpart from all the walls of the room you also have a midground layer (which could be furniture for example) and a curtains layer to give additional complexity and depth. It therefore safes you from modeling room interiors for mid-/background-buildings. It’s been a really exciting but also quite tough journey for a not very math-savy person like me to do this project but I have been able to mash something together that works! This shader is useful for giving the illusion of room interiors on just a single plane. too much time :) ) to do this sort of shader myself in OSL! Since then this has always stuck in my mind and I saw it being used in some studios I worked at whenever there was a big city to be rendered. I remember one of our teachers in university telling us about how they rendered all the interiors of the buildings in Spiderman with just a simple plane with a shader attached to it that simulates the room interior with proper parallax. The latest addition on my journey to OSL is a WindowBox (sometimes also called Interior Mapping or Parallax Mapping) shader.
0 Comments
Leave a Reply. |