Jump to content
Sign In to follow this  
AndisArt

Nightwindow Textures

26 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

I've looked for a place in the forum where to find and exchange nightwindow textures for use in 3DS Max, but only have come across the ones posted by bixel on the STEX.

So I thought why not have a thread where we can all share our nightwindow textures.

Here are the ones I got so far:

nightmap6.jpg

nightmap5.jpg

nightmap4.jpg

nightmap3.jpg

nightmap2.jpg

nightmap1.jpg

  • Like 1

My STEX Uploads            AndisArt's BAT cookery           Burj Khalifa         

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

well technically this isn't a texture, just a photo of the Naberezhnaja(Embankment tower) in Moscow at night. But with a bit of work it should be possible to get a decent texture out of all those windows.

6786c3b4727a.jpg

BTW, it's also shows a distribution of the lights in an office building... Notice how entire floors (by and large) are light up, not just individual windows. Another thing to notice is that due to different lighting system used by various tenants, as well as interior decisions made (like color schemes), the lights also is tinted in different way. It is an extra work, no doubt but could be nice. BTW Jason has actually introduce such variations in his texture...

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

That's a great illustration SimFox, and very useful. It also shows how some of the spaces are dimly lit, with no activity.

I have no night window textures to share, since I've never used any. I'll find this thread useful though when I finally arrive at that point though 4.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: SimFox

well technically this isn't a texture, just a photo of the Naberezhnaja(Embankment tower) in Moscow at night. But with a bit of work it should be possible to get a decent texture out of all those windows.

BTW, it's also shows a distribution of the lights in an office building... Notice how entire floors (by and large) are light up, not just individual windows. Another thing to notice is that due to different lighting system used by various tenants, as well as interior decisions made (like color schemes), the lights also is tinted in different way. It is an extra work, no doubt but could be nice. BTW Jason has actually introduce such variations in his texture...

quote>

It also has the shades... Now, would it be better to model said shades? Or leave them on the textures. . And what method should be used to model them? Spline, box, etc.


2tKyRe7.jpg

ahhhh i'm busy. Also swat-medic.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Swat:
yeah, blinds are important visual element, and there are different ways to realize them.
 
Selection of the most appropriate is a personal choice, however there are some broad principles that could be used to guide such a choice.
 
First of all it, naturally, depends on the way you make your windows’ glass. If it opaque (possibly textured) plane than there is, simply put, no choice here – blinds could only be textured in. I believe this is what our BAT machine Bixel had referred in his message.
 
If, on the other hand you decide to go with transparent glass you do have a choice. You can either model blinds and put them behind the glass, or you can make them as a texture with opacity map – part where blinds are is opaque and whatever color you’ve chosen, while the rest is transparent.
 
Creteria for above choice should probably be a topic of another discussion, so here I prefer to stay with blinds themselves.
 
Let’s suppose you have decided to go with modeled blinds. This choice at the expense of some work offer degree of depth to what otherwise may be flat and uninteresting wall. How to model them is, again, separate topic to the nightliting as such, suffice to say that they should be planes not boxes –depth is quite irrelevant here. What is relevant and very important, particularly at night is choice of material for blinds.
 
At this point you still can go for texture for night view, however it wouldn’t look consistent with unlit portion. Plus in case of large windows it will never look as good as proper see through solution, will never have the depth to it. This is particularly obvious on curved walls, or when seen at the angle.
 
All this could be avoided with lighting interior. In this, imho, optimal situation the topic of material for the blinds gains crucial importance.
 
Material can be opaque – no light getting through (like concrete), transparent -. light is passing through the material, but doesn’t affect it (like glass), or translucent – light while passing through material interacts with it resulting in material glowing/emitting light from its surface opposite of the light source (like a typical light shade, blind etc.)
 
Now I must stress that this classification of material is for CGI – computer generated images.
 
OK, here are illustration of what all those definition meant on practice, as saying goes a picture’s worth a thousand words. Test scene is made of number of boxes with front side removed. Neutral gray material applied to boxes and front openings partially covered with “blind” made of a plain. Inside boxes are lit with a point omni area light with inverse square decay – just as in real world – intensity (brightness) of the light diminishes by the square of the distance from the light. So light at 2 meters away is only ¼ as bright as at the source. The only difference between renderings is a type of material applied to the blinds planes. At all instances this material has this color:

5e5a468264bd.jpg
 
Opaque material:
8c7b24b5dfaa.jpg
rendrtime 0min 55 sec.
Although such blinds may exist, they don’t look very natural (away from a war zone) or appealing.
 
Transparent material (transparency is set at 30%):
1b1cfceeb020.jpg
rendertime 2min 06sec.
This imho looks plain odd and wrong – no blinds like that actually exist, unless they are made of glass, but then what’s a point of them anyway. Clearly this is simply put unacceptable look. Light is passing strait through simply being uniformly deemed .
 
We could try to “fix” this by thinking along these lines - blinds don’t simply make things behind them darker, thy make it less clear, less defined. So can we we apply this to transparency. Yes we can. By reducing Glossiness in transparency settings we can get light rays parsing through the material to bend. this will result in a blurring effect:
73bd138ae1ea.jpg
render time 2ming 19 sec. glossiness at 0.5 (glossy samples at 8)
 
We seem to be getting there. But still there is way too much definition in the interior as seen through blinds. Let’s turn glossiness all the way down to 0:
f91be605aa94.jpg
Render time 4min 11 sec. glossiness at 0 (glossy samples at 8).
 
As far as overall effect it looks right. But there are some issues, first of all blinds appear to be white as our light. Yet we know that they shouldn’t be since they are yellow. How come? Well because we actually don’t see them… It may sound odd, but bare with me: Our blinds yellow – that is a surface color. we see such color when it is illuminated by light. What do we have in our scene. light illuminates the surface of the blinds that face inside of our boxes. But we don’t see that side. Wee see the side that faces out, yet this side is NOT illuminated. But hey, you may ask, when what the heck do we see? Blinds are clearly visible, and quite bright at that. Well we see the box interior behind them. Same as in illustration of transparent material. The only difference is that now this interior view is blurred, very, very blurred.  This blurred light is passing through the blinds without interacting with them…
 
Second problem is render time – now it is twice as when glossiness was 0.5 and more than 4 times as when it was 1.0
 
What we need is for light to interact with blinds as it does in real world, not simply stream through. And simulation of such interaction could be achieved with translucency setting. What it does is brightening side of the material opposite of one at which light shines. Amount of this brightening is dependent on the amount of light received on lit side and color could be set freely. If we turn all light received to translucency and set it color to same as surface color of the blinds we’ll get this:
27c7ef5f5929.jpg
render time 2min 12sec.
This looks right and it is twice as fast as 0 glossiness solution yet much more natural looking.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

well, that's whole point... none of it possible in GMAX.

Full possibilities that I have shown would only be possible in Max versions 9 and newer (e.g. Max9, Max2008, 2009 and 2010)

For GMAX I would suggest to make blinds opaque. And may be, apply some self-illumination to fake translucency.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I 'm kinda lost..

How should you put these textures on your building to make them appear at night and dissapear in daytime?

I read the tutorials on night lights around here but can't find any that use a single texture to display interior and not make it appear during day.

I tried making the daytime texture semi-transparent with a nitelite to make em shine through, but then at daytime, the night texture also shines through, and that's not what I had in mind 15.gif

Or is this method only possible in 3ds?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: meurdoos

I 'm kinda lost..

How should you put these textures on your building to make them appear at night and dissapear in daytime?

I read the tutorials on night lights around here but can't find any that use a single texture to display interior and not make it appear during day.

I tried making the daytime texture semi-transparent with a nitelite to make em shine through, but then at daytime, the night texture also shines through, and that's not what I had in mind

Or is this method only possible in 3ds?quote>

I wrote a guide, in my BAT Thread


2tKyRe7.jpg

ahhhh i'm busy. Also swat-medic.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

But where the heck do you download 3dsMAX? I haven't even used gmax yet, but people say MAX is much better! However, I'm not going to pay, and I want a free version. I just don't want to screw everything up and blow myself to hell and back by downloading stuff I don't know about. Help? 42.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: inflatablegoo

But where the heck do you download 3dsMAX? I haven't even used gmax yet, but people say MAX is much better! However, I'm not going to pay, and I want a free version. I just don't want to screw everything up and blow myself to hell and back by downloading stuff I don't know about. Help? 42.gifquote>

You buy 3dsMAX = pay for it.

You download gmax = free.

If you're "not going to pay," then you're looking at gmax. 

But like I said in another thread, it's not the tools, it's the use of those tools.  A monkey can sit down with an expensive set of oil paints on one side of the room, while Leonard DaVinci sits down with a crayon on the other side of the room.  My bet is that Leonardo is going to do something better with the crayon than the monkey ever will....


ldrxcth.jpg

GOOD TEXTURES ARE MADE, NOT FOUND.
(I get tired of saying that in BAT threads.)

"Never keep up with the Joneses. Drag them down to your level." - Quentin Crisp
"I believe in talking behind peoples' backs. That way, they hear it more than once." - Fran Lebowitz
"Ordinary morality is for ordinary people." - Aleister Crowley
"No one ever said on their deathbed, 'Gee, I wish I had spent more time alone with my computer.' " - Dani Bunten Berry

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I'd say with GMAX it is better to go self-illuminated materials way rather then actual lights. It will require a bit more export time (as one would need to export a day model first and then day/night second and manually move night FSH from second to first).

Also MAX sometimes could be had for real pittance! Check your school software offers! It may be a good idea not to buy but rather rent it (for 1 or 2 years). So that you'll not be stack with old version when new comes out.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Gmax all the way, because its free. I can see the benefits of MAX though...


My Current (Albeit Delayed) Work in progress? A falloutSC4 mod.

http://www.simtropolis.com/forum/topic/35769-timmystwins-bat-thread/

Often oppressed in ST chat.

Warning: This person may use sacasm, do not feed, touch, or provide fodder for his twisted sense of humour, doing so will result in sudden, disasterous outbreaks of sarcasm

simmarsteammember.png

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Hey guys,

i found these images online and thought they might be useful for windows. Also I made the light blue one from an image i found online and it is made to be tiled.

5016.jpg5016v4.jpg5016v6.jpgstockphotowindowsinahig.jpgwindows1.jpg

  • Like 1

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I found this thread at skyscrapercity.com that have pics of buildings at night and maybe they are useful to batters using 3dsmax for their nitelites.

http://www.skyscrape...d.php?t=1338404

an example:

Great job txc!!! :D

I just wanna post something for 3DS MAX users.

Ever notice how glass reflects the surrounded lights at night?

If you don't know what I mean.. notice the glass on these videos :)

Well here's what I light-up my ground plane with at Night!

Even before self-illuminating the windows I already have a great night effect! :D

So here it is;

29usmdw.jpg

I recommend tiling it a couple times if you got a tall building.

But here's the effect I got.

nref.jpgn0ref.jpg

NOTE: I just photoshopped the Red out of the photo, and tuned down the blue.. Just too lazy to update :)


  Edited by kellydale2003  
  • Like 1

We, stardust, are the oddest observers of self (a.k.a. the universe).

I'm just a group of atoms typing this.

What do I know?

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account

Sign In to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections