Author Topic: MATERIALIZE contest: ValentinNadolu - QuasiBricks  (Read 1501 times)

Here's my entry for the contest, trying to reproduce this interesting hexagonal looking pattern.
This is the original reference image from Instagram:

https://instagram.com/p/BW2G5Gjlnga/
That seems to be a simple Photoshop job of this original image of a "quasi brick" pattern used for the Blind Pavillon, 2003 Olafur Eliasson in collaboration with Einar Thorsteinn and Petersen Tegl

More info on this type of brick and other uses of the same type of patterns can be found here:
http://greg.org/archive/2008/01/26/and_what_do_you_do_mr_ando.html
http://concretely.blogspot.ro/2013/06/glazed-tile-loveliness.html

As the contest asks for replicating the Instagram images, I will focus on that and go for the more mono-chromatic look as opposed to the color variations on the original real-life pattern.
Here's a first shot with OpenGL and Parallax Occlusion.

I plan to work on it some more, mostly on the concrete look. I hope iRay will stop crashing SD when I finish the textures and try rendering with texture files instead of substances.

looks the right way, I'm looking forward to updates :)

Decided to redo the base shape since the initial one was a bit off. It was very educational, finally understood how to combine gradients and how to play with them to get nice straight slopes in a heightmap.
Next I will focus on the base material, that also needs a make-over!
Last Edit: November 15, 2017, 04:21:37 pm

I worked on the base material for a bit. I realized trying to replicate the original "Instagram" look was futile since the light was too unnatural so I decided to concentrate on matching the original look.
My main issue right now is getting enough subdivisions in SD to get a good render, right now the tesselation is on "length" with a 0.2 value and the material is tiled twice on the standard cube. Going lower to 0.1 length crashes SD. PS: i7, 32GB Ram, GTX970. Any help on how to get better subdivision and/or not crash my pc would be great! :)
Next I'll expose some parameters, mainly to control the pesky albedo map and switch between "Instagram" look, realistic look and 3rd option that will read color information from an input. I also have implemented a nifty tiling option that will correctly tile the hex pattern with fine precision with minimal stretching on some H/V combinations.




My final entry and after I triple check it, my final submission:





More on my Artstation:
https://www.artstation.com/artwork/4Qmmq

Really, really nice work.  ;D

Its hard to tell which is which :D