Urbaniac - Manual v3.10

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Index

Installation 01

Manual Introduction 02

Writing Conventions 02

Names and References 02

Meet “Urbaniac!” 02

Meet the add-on:

“Ur! Launcher03” 04

Meet the Libraries:

“Ur! City Asset Pack” 05

“Ur! Street, Roads and Highways” 06

“Ur! Building Generator” 06

How to “Ur!” general:

The basic 07

Merge multple libraries 09

Addin your Assets 09

VFX´s properties 10

VFX´s advanced properties 10

Add VFX´s to your own materials 11


June 2023 manual v3.1 - page 1 / 13

6. Configuring the Blender Asset Browser:


Installation:
6.1. In the preferences windows go to:
1. You need to download 3 fies:
“File paths” → “Asset Libraries” → “+” →
-“Ur! Launcer vXX.zip” : it´s the add-on, do
search for the extrated “.rar” file.
not extract it.
6.2. In some Blender versions you can select
-”Ur! XXX_Library vXX.rar”: it´s the Library,
the import method. Select: “APPEND”.
extract it somewhere.
6.3. If you are using an older Blender version
-”Ur! Manual vXX.pdf”: You are reading it.
you need to select the import method when
you are using the asset browser. Remember
to set it as “APPEND” otherwise can generate
- If you are installing the add-on for the first
problems.
time, proceed directly to step 3 -
6.4. Setup ass many Libraries as required.

2. If you have a previous version of the 7. Configurating the Integrated Asset


launcher installed, open Blender and go to: Manager: [Optional]
"Edit" → "Preferences" → "Add-ons". Search
for "Urbaniac!" → click "Remove" → This is 7.1. In the add-on configuration window
crucial: CLOSE BLENDER! check “Asset Manager (deprecated)”.

3. Open Blender and navigate to: 7.2. Clicking on it will open a windows where
you can browse for the Urbaniac! library
"Edit" → "Preferences" → "Add-ons" → directory.
"Install" → Browse for the previously
downloaded .zip file → click "Install" 7.3. Inside the library folder, you'll find at
least two directories: "models" and
4. The file selection pop-up will close, and "textures". When selecting the directory,
you will see "Urbaniac! LauncherXX" in the make sure to choose the "models" folder.
add-ons list. Enable it by checking the box. Make sure that the path ends with
"/models/".
5. Once the add-on is activated, you will see
information about it and configuration options 7.4. If you have multples Ur! Libraries to add
(see step 6). A new tab called “Urbaniac!” will extract them all together and conbine the
appear in the right sidebar in your 3D “models” and the “Textures” folder (You can
viewport. skip the duplicated files).

8. Save the preferences and close the


configuration window.
- If you are using a Urbaniac! Version NOT
compatible with Blender Asset Browser,
proceed directly to step 7 -
June 2023 manual v3.1 - page 2 / 13

Manual Introduction: Meet “Urbaniac!”:

This is the user manual for all "Urbaniac!" The following paragraphs serve as an
add-ons. It is a work in progress (WIP) aimed introduction to the "Urbaniac!" series of add-
at providing detailed documentation to ons. They not only provide insights into the
enhance program usability. However, please add-ons themselves but also offer a glimpse
understand that we are constantly adding and into their historical background, how it all
improving features, which makes keeping the began, and the future direction they are
documentation up to date a complex and heading. If you're interested in delving deeper
challenging task. If you have any questions or into the add-ons' functionality, technical
need assistance with something not covered features, and libraries, I encourage you to
in the manual, feel free to join our Discord proceed directly to the section titled "Meet the
community. I personally review and respond Ur! Launcher."
to queries on a daily basis.
We understand that our users constantly
Writing Conventions: wonder, "What is Urbaniac? Who created it?
What was the beginning of this exceptional
To facilitate your understanding, the manual tool?". Let's shed some light on these
follows a specific writing style: questions, which we believe keep our users
awake at night... well, maybe not that much,
Important information will appear in italics to be realistic.
and should be thoroughly read to effectively
use the product. The Beginning:

Super-important information will be written in Urbaniac! originated many years ago as a


CAPITALS to emphasize its significance, so collection of personal assets. During my time
pay close attention! as an architecture student. In those early
years, I found myself repeatedly creating
Bold text is reserved for titles. certain elements for my arch-viz clients
scenes: streets, lamp posts, curbs, signs,
Names and References: neighboring buildings, and more. These
elements required a considerable amount of
Urbaniac! City Asset Pack will be referred as time and were tedious and relatively complex.
"CAP" from now on. I realized that by improving the quality of
these elements, the overall render quality
Urbaniac! Street Roads and Highways will be
significantly improved. Thus, I decided to
referred as "SRH" from now on.
dedicate more attention to each element, but
only once for each scene, while building my
Urbaniac! Building Generator will be referred
own personal library.
as "BG" from now on.

Over time, my library grew with a multitude


Urbaniac! may also appear as "Ur!".
of assets that I constantly used for both my
arch-viz work and hobby projects. I realized
that many artists could benefit from this
June 2023 manual v3.1 - page 3 / 13

work, so I started selling a collection of these Building Generator – an add-on that became
elements under the name "City Asset Pack". an instant hit.
Treating all these elements as a complete
package led me to experiment with new I had been working on that add-on since the
things, such as a central scene control and introduction of geometry nodes in Blender,
lighting. This allowed me to easily switch but I knew it had to mature before delivering
between day and night lighting without a robust add-on that could function for many
having to modify each light individually. Soon, years on the program. As many of you may
the number of assets grew, along with their recall, in the early stages, geometry nodes
complexity and the number of users (though continuously added and removed functions
we were still just a few hundred at the time). with each update, which partly destroyed
hours and hours of work and experimenta-
After dedicating a significant amount of time tion.
and love to this package, I came up with the
idea of creating a brand called "Urbaniac!" as This add-on stands out for its simplicity of use
there were already several packages named while generating highly diverse buildings with
"city asset pack" or similar. This brand set us great attention to detail. In its latest update
apart and opened the possibility of adding (v0.25), it includes numerous improvements
more "sibling" add-ons with a similar theme. that enhance usability and flexibility, such as
low-polygonal buildings with PBR materials, a
Later on, I introduced "Street, Roads & new modular VFX system that can be toggled
Highways" as an attempt (unsuccessful) to on and off from the new launcher, and full
provide a more affordable add-on specifically integration with Blender's official asset
for creating streets. This caused headaches browser, among others.
for those who later wanted to upgrade to the
CAP PRO version, which included the same The Future:
elements and more. Offering an upgrade
The development of Urbaniac! is currently
variation seemed like an appropriate solution,
focused on two fundamental aspects:
but it created numerous problems when
improving functionality (usually through the
updating the add-on files (since they had to
Ur! Launcher) and expanding libraries
be loaded twice, taking several hours for each
(creating new ones and adding assets to
library to load). Currently, all users who
existing ones). We are actively working on
purchased the upgrade have a 100% OFF
these strategies, which require updating the
coupon available to freely obtain the CAP PRO
documentation and developing new elements
version and receive updates from there.
and libraries.
The "success" of CAP gradually grew before
Remember to stay up-to-date with the latest
our eyes, attracting more users each day
Urbaniac! add-on news by joining us on
(along with a multiplication of issues, bug
reports, Blender updates that broke our add- Discord.
on, and so on, which ultimately presented
new and exciting challenges). However, the
most exciting part was when we launched Ur!
June 2023 manual v3.1 - page 4 / 13

Meet the add-on: “Ur! Launcher” Below the scene properties, you'll find a space
for "object" properties. Here, you can adjust
As you may have already noticed, Urbaniac! is specific elements when you have an specific
a rather special addon. At times, it seems "active" object selected. For example, you can
better defined as an asset library, while at control the size of procedural buildings or
other times, as an addon. So, what is it really open/close barriers from the “CAP” library.
about? Urbaniac! is a bit of both. On one
hand, it consists of a collection of fantastic At the top of the panel, you'll find a series of
libraries that provide detailed models and buttons:
procedural materials. On the other hand, it
includes a powerful Launcher that performs - Synchronize:
many operations behind the scenes, ensuring
This button is essential only when using
everything works as it should. These two
Blender's asset browser to add models to the
components work together as a whole,
scene. Since the models are added outside
allowing for global scene configurations to be
the launcher, the processes performed
applied to all assets in the library from a
"behind the scene" need to be manually
single place.
executed by the user (press the button after
“Ur! Launcher” v03: A Fresh Start adding objects).

The exciting aspect of Launcher v03 is its - You don't need to press the button after
integration with Blender's official Asset adding each object to the scene. You can
Browser, which allows seamless access to our add a series of objects and then click the
libraries. This approach presented challenges, synchronization button -
but through clever resource utilization, we
successfully integrated our libraries into the
official asset browser.
- VFX's are OFF/ON:
As a result, the launcher is divided into two
collapsible panels. The first panel is the This button adds properties such as snow,
integrated asset manager, disabled by animated raindrops, and wet surfaces to
default, where you can add Urbaniac! Urbaniac! objects by using a node group
Libraries, or even personal libraries. The applied to all materials in our libraries. The
second panel is the highlight of the launcher, VFX's are disabled by default in order to
providing control over scene properties. It improve EEVEE's performance.
allows you to manage lights, rain, snow, wet
surface effects, traffic lights, and more. This - You can add this VFX´s to your materials.
new version shows properties directly after Just add the “CityAssets – raindrops”
adding an object from the library, without the Search on the index for more info -
need to select another object. This enables
faster and more convenient scene
modifications on the fly.
June 2023 manual v3.1 - page 5 / 13

- EDGES set to Cycles/EEVEE:


Meet the Libraries:
Many advanced procedural materials in As we mentioned before in the manual,
Urbaniac! utilize edge detection systems, "Urbaniac!" consists primarily of two
such for scratches on metals. However, the elements: the "Ur! Launcher" add-on and the
best edge detection method uses the "bevel" various asset libraries that can be acquired.
node, which is only available in Cycles. To They rely on each other to function properly.
overcome this limitation, we developed an
The following paragraphs provide a brief
edge detection system that allows you to description of the contents of each of the
choose between rendering in EEVEE or Cycles libraries we offer (due to the nature of the
and provides the user with the flexibility to documentation, some of them may not be
switch between this two. described here in the future or may require
updating the manual).
- On EEVEE make sure to have “Ambient "Ur! City Asset Pack":
Oclussion” activated to work properly -
This wonderful journey begins with this
library, which has been evolving, growing,
- Select basecube: and improving constantly since it was
released over 3 years ago.
This button allows you to select the
The purpose of this library is to contain a mix
"CityAssets - basecube" object. Why would of elements (+180 in the PRO version) to
you want to select the "basecube"? Because it populate your urban scenes. It combines a
contains, in the shader editor's, node groups series of very interesting features, such as:
that control elements in the scene. If you
need to make any changes to them, this is 1. Procedural materials: While they may be
the place to look. All changes made there will heavier than baked PBR materials, they offer
an enviable level of adaptability. On one
be applied to all objects in the scene when
hand, you can modify the mesh of the
you press synchronize (when using Blender's elements without worrying about UVs. On the
asset browser) or click on "append" (if you other hand, you can change colors, aging
are using the add-on's asset manager). appearance, scratch density, etc., avoiding
obvious repetition patterns.

2. Unapplied modifiers: This makes it


relatively easy to modify objects, and if their
visibility is disabled, it can improve
performance in the 3D viewport.
- We are all artists, so act like one. Dare to
experiment - 3. Kitbashing systems: Certain sets are
prepared as separate modules to create your
Arq. Massun Patricio own compositions. An example of this is the
ventilation ducts for terraces, which can be
easily adapted to any situation.

4. Not high, not mid, but Perfect-Poly: Well,


perhaps the term "perfect" is a bit exaggera-
June 2023 manual v3.1 - page 6 / 13

ted. However, the models are created with the to ensure that these users didn't have to pay
understanding that a too simple model for the same assets twice. To address this, we
doesn't visually contribute to the scene, and a introduced an UPGRADE option to CAP PRO
model with an absurd amount of polygons for those who had already purchased SRH.
eliminates the possibility of adding new small
details. We always strive for a balance, Rest assured, the library offers the same
incorporating a good level of detail (such as great features and characteristics as the "City
screws and welds) while maintaining a Asset Pack" described earlier.
reasonable polygon count (not using things
like micro-displacements or subdivision - For those who purchased the UPGRADE to
surface leve “+2”). CAP from SRH, they will need to redeem a
100% OFF coupon on the CAP website to
5. Blender Asset browser compatible: New on continue updating their product -
v2.50

This specific library is available in three


different versions for purchase:
“Ur! Building Generator”:
FREE: This is a free trial version that includes
14 assets. It's our gift to the community, This library focuses on buildings created using
allowing users to explore and test the library. geometry nodes and includes other
ornamental elements for better integration
LITE: The Lite version is priced at an and utilization. The buildings are constructed
intermediate level and includes the original based on two key elements. First, the
elements from the first "CAP" (City Asset modules that give each type of building its
Pack). Updates for this version focus solely on unique style and aesthetics. Second, the
bug fixes and compatibility with the latest "shape" that determines its overall form and
"Ur! Launcher." proportions. This shape can be easily modified
by extruding, moving, scaling, rotating, and
PRO: The Pro version is the recommended even adding new elements. All these changes,
choice for those working on complex and made in edit mode, result in a visual
professional urban scenes. It offers over 180 transformation of the building.
assets and receives regular updates that add
new elements, improve existing ones, and The main features of the add-on are as
address any bugs or issues. follows:

“Ur! Street, roads and Highways”: 1. Based on Geometry Nodes: We all know
how amazing they are. They allow us to
This library was created in response to the achieve things that were unimaginable just a
requests from many users who specifically few years ago, and this library is a great
wanted elements for creating streets, example of their power.
highways, and sidewalks, without the need for
other types of urban elements. To meet their 2. Adaptable: The shape of the buildings can
needs, we developed a separate library with a be easily modified by manipulating a simple
descriptive name that allowed them to figure in edit mode. The changes are
purchase the exact elements they required at automatically updated in real-time.
a reduced price. However, we soon realized
that some users who had previously purcha-
sed our SRH package expressed interest in
acquiring the "CAP PRO" package. We wanted
June 2023 manual v3.1 - page 7 / 13

3. Mid-Poly and High-Poly: Two versions of


the same building. The HD buildings are
designed for medium-distance shots that How to “Ur!” general:
require a high level of detail, while the Mid-
Poly versions are ideal for animations or In this section, we will discuss the usage of
rendering with EEVEE. They can be easily certain elements common to all the
adapted to meet all your needs. "Urbaniac!" libraries. These shared features
across the add-ons in the family make
4. 3D Interiors: The HD versions include pre- "Urbaniac!" a comprehensive solution for
baked mid-poly 3D interiors, adding a great urban scene creation. Let's start from the
deal of realism. They also come with a system beginning, how to:
of procedural random curtains that add
variation to the facades. The Basic:

5. Adaptable Materials: The material colors Once you have installed our "Ur! Launcher"
can be easily adjusted to generate greater and configured it correctly (refer to the first
variation in the buildings. In the case of the page of the manual), you will find a panel
HD version, procedural materials are used, called "Urbaniac!" on the right side of your 3D
allowing for more customization options. The viewport (if you don't see the panels, you can
LP versions use PBR materials that support activate them by pressing the N key).
color changes but are faster, especially in
EEVEE. In the tab, you will find two dropdown
windows: the first one corresponds to the
6. Control the Details: From the geometry integrated asset manager, and the second one
node modifier, you can adjust the amount of controls the scene and objects.
random details appearing on the facades of
some buildings, such as air conditioning units If you are using the latest versions of our
or open windows. libraries, we recommend using the official
Blender asset browser (it´s already integrated
7. Extra Shapes: "Empty" extra shapes are to your Blender). In that case, you need to
provided. Once you have added at least one configure the library path as shown in step 6
type of building, you can assign a geometry of page 1 of this manual.
node to these extra shapes to give them a
specific style. This allows you to quickly add If you prefer to use the traditional "Urbaniac!"
variation to your city. You need to look for libraries, including any personal ones, you can
“CityAssets_BuildGenXXXX_Main” geometry configure the launcher as indicated in step 7
nodes. of page 1 of this manual.

8. Building Bases: Using the same geometry The process of adding elements to your scene
node technology, you can add different bases will depend on the chosen method.
(currently only one) to level the terrain or add
complexity to your city compositions. Blender Asset Browser:

9. Assets: Additional elements to add custom When working with the Blender Asset
details that make the buildings stand out and Browser, it is important to configure the
give them a unique handmade appearance. libraries correctly. In recent versions of
Blender, you have the option to choose the
import method for each library. It is
recommended to set the import method as
"Append". However, in older versions of
June 2023 manual v3.1 - page 8 / 13

Blender, the selection for the import method also multiply as we add objects. The "Synch-
is not available per library, and you need to ronize" button removes the duplicated
select it on the main asset window befor "CityAssets - basecube" objects, as well as
append the element. duplicated node groups and materials starting
with "CityAssets -". This way, all the drivers
To avoid issues, it is crucial to ensure that you within the node groups reference a single
have chosen the "APPEND" option every time object: "CityAssets - basecube". This cleaning
you add an element. Failing to do so can lead and removal of duplicates task was
to problems when adding identical elements automatically performed when using the
repeatedly in the scene. integrated asset manager in the launcher.
Every time we added an object, this cleanup
To filter the elements shown in the asset process happened behind the scenes to
browser window, you can use categories ensure that only one object was referenced.
and/or the library dropdown. You can also use When using the official Blender Asset Browser,
the name box to filter by tags such as we cannot automatically perform this cleanup
"Urbaniac!". Once you have located the when adding an object, so the user needs to
element you want to add to your scene, click the corresponding button to trigger this
simply drag and drop it to the desired cleanup process. Not doing so would result in
position. Keep in mind that the advanced duplicated materials that need to be loaded in
usage of the tool goes beyond the scope of parallel (affecting performance) and only the
this manual, and you will need to refer to first associated element being affected by the
Blender's documentation to delve deeper into control.
its usage.
IN SUMMARY:
Once you have dragged the element into the
scene, you need to click the "Synchronize" When you choose to work with the integrated
button in the "Ur! Scene Control" panel. This Blender Asset Browser, you need to drag and
can be done after adding a library element or drop the elements into the scene and then
multiple elements. Also, note that you can click "Synchronize" to make the most of your
freely mix objects from different libraries (if library.
you have acquired more than one).
Integrated asset manger:
Why do we need to click "Synchronize"? -
The use of the asset manager automates the
It is important to understand that all the process of deleting and cleaning duplicate
controls in "Urbaniac!" such as lights, VFX, elements, as described in the previous
traffic lights, etc., function thanks to drivers. section. However, it adds some additional
These drivers are located within node groups considerations that are important to keep in
linked to a specific element, the famous mind.
"CityAssets - basecube" or "basecube" for
short. First and foremost, it is crucial to ensure that
the file path configured in the add-on's
As we add objects, the "basecube" objects are settings panel ends with "/models/". Not
also added, along with node groups that doing so will result in an error (although in
contain drivers referring to the associated the new version, the error no longer appears
"basecube". This means that for the first thanks to the addition of a conditional “if”
object, it would be "CityAssets - basecube" statement in the code), but it can still cause
for the second, "CityAssets - basecube.001" issues with the scene. Around 90% of the
for the third, "CityAssets - basecube.002" and add-on error inquiries were due to users not
so on. The node group and material names
June 2023 manual v3.1 - page 9 / 13

entering the "models" folder when selecting operations will have been carried out behind
the add-on's path. the scenes without you even realizing it.

The problem mainly lies in the structure of


the asset manager. On one hand, each object
is stored in a separate .blend file. Within each IN SUMMARY:
file, there is the object itself and a "basecube"
that the object's drivers refer to. When Expand the first window of the panel after
adding a new object to a scene, both the correctly configuring the file path. Select the
object and its "basecube" are added. The new category, select the object, choose where you
"basecube" is named with the suffix ".001", want to add it, and append. Tada!
as are all its components. The asset manager
takes care of deleting the duplicates. The only Merge Multiple Libraries:
"basecube" that remains in the scene is the
first one we added. This doesn't pose signi- To merge two different libraries (e.g., BG and
ficant issues if all the "basecubes" are exactly CAP), the process is quite simple.
the same, but what if they're not?
If you are using libraries compatible with
As I continued developing the add-on and Blender's Asset Browser:
added more objects, I realized how
inconvenient it was to modify all the 1. Extract the files to a convenient location.
"basecubes" in the .blend files of different Each file will be in its corresponding folder.
libraries just to change a general parameter
like VFX. Therefore, the solution was to add 2. Configure the number of libraries you have
an additional .blend file in the "models" folder in the asset browser's configuration panel.
named "CityAssets - basecube.blend". This
If you are using libraries compatible with the
basecube model would be added first when
Integrated Asset Manager:
importing any element from the library. This
way, regardless of how outdated a "basecube"
1. Once you have extracted the corresponding
was for a particular object, the "basecube"
".rar" files for the libraries you have acquired,
with the latest updates would always be
you need to merge them in a convenient
preserved in the scene, and the rest would be
location (preferably folders that are not set as
automatically deleted. Failing to set the file
read-only). When copying them to the same
path correctly prevents the program from
directory, the operating system will ask if you
accessing this file and, therefore, accessing
want to overwrite files (click on NO to
the latest version of the node groups, which
expedite the process). Files with the same
affects the overall behavior of the add-on.
name from different libraries are inter-
Please ensure that the library path is correctly
changeable.
configured.
2. Configure the file path to point to your
Once this is explained, the operation is
single "models" folder. Remember that the file
relatively straightforward. First, select the
path should end with "/models/".
category you are interested in adding, click on
the large image to choose the object within
Adding Your Assets:
that category, select whether you want to add
it to the origin or to the 3D cursor, and finally,
click on "append". Your object will appear in
your scene, and a series of relatively complex
- Please note that adding objects to
Blender's asset browser is described in
June 2023 manual v3.1 - page 10 / 13

of the buildings, streetlights, car lights, and


Blender's official documentation and is not so on. It may also be the case that you're
part of this manual's extension. - creating a springtime urban scene but you're
curious to see how it would look with snow.

To add your own elements to the integrated


asset manager in the "Urbaniac!" launcher, All these changes, which usually take a lot of
you need to separate the asssets into .blend time to modify in Blender, can be easily
files where there is a main collection (these adjusted with "Urbaniac!" from the "Ur! Scene
assets can consist of multiple objects and Control" panel. There, you'll find a series of
internal collections). Place them in an existing sliders that control various aspects of your
folder within "models" or create a new folder scene, including adding snow on the top
with a name of your choice (this folder will surfaces of objects, adding animated
represent the category within the asset raindrops, adding water on surfaces,
manager). controlling streetlights, controlling building
lights, controlling traffic lights, and more. All
Add a representative ".png" file with dimen- from one place, all controlled by the clever
sions of 512x512 pixels for the object. The system of drivers and node groups. There's
condition is that the image must have the just one thing to consider: in the newer
same name as the object - excluding file versions of the "Urbaniac!" libraries, certain
extensions - For example: “Chair01.Blend” / special effects (snow, animated raindrops,
“Chair01.png”, both elements should be water) are disabled by default. This is mainly
placed within the same folder. because the shader compilation process in
EEVEE took too long with these elements
Close and reopen Blender, and your object will enabled. Therefore, if you want to use those
appear in the corresponding category (the specific three parameters, you need to click
folder where you added it) with its respective on "VFX's are OFF," which will change to
image. "VFX's are ON" to let you know they are
activated (we recommend not entering
To ensure that the object has the same preview mode in the 3D viewport or trying to
customization properties as the rest of the preview the scene with EEVEE). The rest of
assets in the library, please read the following the light and traffic light controls will work
section. independently of the button's position.

VFX´s Properties: Keep in mind that these sliders can be


animated using the "i" key, allowing you to
Now that you know how to add objects to create transformation animations. For
your scene, let's talk about how you can example, city lights turning off during the
control special effects. What do we call VFX? night or snow accumulating as it snows.
It refers to the set of elements that you can
control and add to materials to change the Advanced VFX Properties:
overall look of the scene.
The special effects, specifically snow, rain,
For example, you may be working on a and water, are integrated into a single node
daytime scene and suddenly want to see how group called "CityAssets - raindrops." Inside
it would look at night. Simply changing the this node group, you'll find three separate
HDRI or adjusting your favorite procedural modules corresponding to each type of effect.
sky settings won't be enough. You need to By quickly analyzing the nodes, you'll notice
illuminate the city, turn on the internal lights that the main node has inputs that you can
June 2023 manual v3.1 - page 11 / 13

modify ON A PER-MATERIAL BASIS. For You should position the node group to the
example, the angle of inclination and the axis LEFT of your PrincipledPBR node and connect
of raindrops. This is super useful if you want the following:
to make the drops on a moving vehicle move
almost laterally (due to the speed). These Albedo/Albedo – Roughness/Roughness –
values, being specific to each material, will
Normal/Normal
only affect the materials in which you modify
those values (for example, the car paint and
windows of the car). Additionally, you'll need to add an input for
the normals in the node, even if it's just an
Other values are INSIDE the main node, empty "normal" node. If the material you
differentiated in each of the independent were working with had PBR textures, you
modules. Among them, to name a few, are should connect the textures to the
the intensity of normals in the snow and the
corresponding input in the node group. If the
speed of raindrops. These modifications will
material was simply colors and values, you
affect the entire scene. For example, if you
want the raindrops to be smaller or faster, can copy and paste the values into the node
adjusting these values will impact all the group. Other outputs of the node group will
materials. allow you to perform more advanced actions
to make your materials interact with the VFX,
As mentioned before, experimentation is the but that will depend on your specific needs
playground for any artist, so feel free to play
and your desire to experiment. Remember
with the values until you find the ones that
suit you best. that with the "node wrangler" enabled (an
add-on pre-installed in Blender that you can
Add VFX´s to your own materials: activate from the "add-ons" tab in the
preferences window), you'll be able to
Working with the shader editor can be a quite visualize what each output shows, which is
complex and overwhelming task for very useful for experimentation.
beginners, but adding VFX to your objects is
actually quite simple, even for the most Another node group you can add to your
novice users. objects is "CityAssets - LightsStreets" and
"CityAssets - LightsBuildings". By connecting
Firstly, we need to have at least the the "value" output to the emission strength of
"basecube" added to the scene. To do this, we your PrincipledPBR, you can activate the
can add an object from the library, whichever luminosity of the material using the controls
you prefer. This will add, as we saw earlier, in the "Ur! Scene Control" panel (Remember
the object and a "basecube". that the emission color shouldn’t be set
black).
Once the element is added, You can go to the
material you want to modify. In the shader For more information, you can visit our
editor window, you need to add (Shift + A) a Discord.
node group called "CityAssets - raindrops".
This manual will asume that you are trying to
integrate it to a PrincipledPBR materia. Now,
you just need to connect a few things for it to
work correctly.

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