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>> No.978243 [View]
File: 3.54 MB, 278x500, Accent Colors.webm [View same] [iqdb] [saucenao] [google]
978243

>>978143
So I've begun working on the general building material so that each building only really needs a material for the windows, elevators, and main body. The main body material handling the accent colors and neon.
I've got a few vertex color channels that handle where the accents go, whether it's color A or color B, and the same for the neon.

After that, I've made a texture with a rainbow spectrum, and offset the UVs of the accent/neons horizontally to give them random colors. For color A anyway.
For color B, it's the same thing, but I have it choose between a few different spectrum textures than the base one, but the textures themselves are offset compared to the base texture to give a spectrum that makes complementary colors, analogous colors, and triadic colors.
So since all of the UVs are in the same place for color A and B, and are offset by the same amount, because I'm just swapping the spectrum textures for color B, the colors will always match in a pleasing way. The saturation and brightness of those are also randomized, and finally the "decision" to use the colors, use the neons, or both is also randomized (though I've turned the probability it uses them up for the webm).
I won't have the probability too high for the accent colors in the final, since I don't want a gay pride city, but in the case that a building does roll accents, they won't be random color vomit and instead look like it's an intended color scheme.

Also, slight bonus, I found an interior mapping material for the window that actually works without any issues. It's called "wParallax" if someone's interested. The material is free, but the textures aren't. It comes with a few examples though.

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