WIP: A-Frame Cabin
This is the architectural visualisation piece I am currently working on
While currently untextured. most of the modelling of the building is complete, simply a few windows and interior assets need to be added, as well as decking on the left side of the house. The environment and lighting also needs some refinement before my desired finished look will be achieved, however, I am happy with the current progress.
The scene uses the grass geometry node system I had made previously, now with the addition of procedural path generation, which is visible in the render but difficult to see due to the current lack of textures.
Method​​​​​​​
Path Generator
The path generator was created by adding a node graph (pictured above) as a modifier in conjunction with my existing grass node system. 
The node system allows me to draw a Bezier curve as a base for the path. Using a geometry proximity node and, within "NodeGroup.004" (pictured below), a set position node and a subdivide node I am able to control the width, depth and smoothness of the path. Black and white colour ramps are then used to control the gradient between the path and the rest of the plain and the blending between the grass and the path. 
Trees
The trees were created by using a photo scanned tree trunk for the bottom halves  and the Mtree Generator addon for Blender for the top half. the two halves were then joined together and sculpted to smoothen out the transition.
I created a tileable texture for the top half of the tree, utilising the texture from the photo scan, I then used the vertex paint feature in blender to define the vertex groups that each texture would be applied too. Red defines the photo scanned half, black defines the Mtree half.
I used a feathered brush to paint the colours so that the transition between the two textures would be a gradient, rather that a hard stop. 
From there it would just using a mix shader node in the shader editor to apply the two textures (pictured below).
Mtree already comes with really good leaves for the tree generated using the system, however, I could not use this part of the system once the generated Mtree was merged with the photo scan. I created the node graph (pictured below) to negate this issue, this was also quite beneficial as it gave me a lot more control over how the leaves were distributed. I used Blender's weight paint feature to define where the leaves should be distributed (pictured below).
Finally, I repeated this process (reusing node systems and shaders where possible) to create a collection of trees for this scene and to potentially be reused as and when needed. (Below)

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