Hey get a load of this wall
seen from China
seen from Belgium
seen from Thailand
seen from Malaysia
seen from France
seen from Malaysia
seen from Germany
seen from Malaysia
seen from Malaysia
seen from Japan
seen from Canada

seen from United States

seen from Switzerland

seen from United States

seen from France

seen from United States
seen from United States
seen from Israel
seen from United States

seen from Maldives
Hey get a load of this wall
Distant City Windows
Like I mentioned in Gelatinous Cube in a Dungeon, the second ‘quick scene’ immediately got well out of hand, ballooning into some cyberpunkish shopping arcade that I made the mistake of making one wall a giant window, and having a giant window I needed a cityscape beyond it; so went my addled reasoning. Further over ambitious thoughts lead me to thinking “I can node my way out of this” and to an extent I can, randomly scattering some vaguely buildingish shape about the place isn’t too hard, and making materials for the buildings ends up resulting in something that I’m pretty happy with.
So I’ve broken it out and thrown together a quick scene to display it.
What I’m trying to replicate here is the look of a window into a lit room at night, where there’s some main lighting, and maybe some other lighting that’s a different colour temperature, and there’s indistinct patches of shadow suggesting occupants or maybe some furniture.
It basically some soft, distorted, noise driving a colour mix between a 2000k and 8000k blackbody colour node, that drive the Emission channel; with a couple of noise textures and a Musgrave texture being mathed together to drive the Emission Strength channel.
I’ve attached a shot of the whole node tree below the fold (now I know I can make a fold).
Some Time to Forget
Coming back to this project file after about six months to pull out the city windows material, I’ve found that whatever the image I had in my head for it at the time that overwhelmed me has died away to a dull roar, and I’ve actually managed to make some headway including a nifty geometry nodes system for generating the railings.
Where I stalled at is on the left, and my progress is on the right; now if only I knew what that vaguely church looking thing I’ve made at the end of the corridor is so I know how to detail it, but hey, one step at a time.
Shader Nodes for the city windows material below the fold.
The wood changed, and then I started to add metal that sort of looked like teeth at first.... But now is starting to turn out pretty sweet.