Graphics Reference
In-Depth Information
Chapter 11
Texture and Light for Architectural Exteriors
Creating textures, scenery, and lighting solutions for exterior models presents challenges that are quite dif-
ferent from interior or studio renders. The complex and much more random nature of an outdoor scene ne-
cessitates the use of new techniques to create renders that display models as cleanly as possible. This chapter
covers the following:
• Creating textures for architectural exteriors
• Using fur and replicators to populate the scene
• Designing lighting scenarios for outdoor scenes
Creating Textures for Architectural Exteriors
Most of the materials created for the interior visualization featured largely even, clean colors with very few
bump or displacement maps. In a rendered floor plate, this is important to make the space easy to read. In such
instances, a little texture, such as on the carpet or walls, goes a long way. When creating the exterior, material
creation is different. Most real-world materials on the outside of a building are much rougher because they
are created to stand up to sun, wind, and rain.
For a quick comparison, look at Figure 11-1 , which shows a wood surface from the interior. The only
bumps appear at the seams between floor panels. Contrast that with Figure 11-2 , which shows a wood ma-
terial from an exterior render. Since exterior materials are rarely polished, bump and displacement maps are
much more prevalent.
Figure 11-1: Interior wood materials are polished and smooth.
 
 
 
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