V3Digitimes Buildings and Skyscrapers Generator - Is it possible to edit each window for night scene
Shadowz
Posts: 45
So I'm using V3Digitimes Buildings and Skyscrapers Generator and its very handy but theres one thing I am not sure about, are you able to edit each window differently? The reason why I need to edit each window on the same floor is for night scenes where some windows are lit up. Having the whole floor to light up just looks weird. If anyone familiar with this tool can help me out, I'd really appreciate it.
Post edited by Shadowz on
Comments
@Shadowz
as I recall it builds them with instances... perhaps selecting some of them with code 66s instances to objects and then changing the opacity /cut out setting? Don't know if you can do that on an instance but it might be possible to just change the opacity on one.
----
I have a window unit I use in my buildings with curtains that open and close, shades that go up and down and lights that turn off and on in the room behind but I haven't figured out how to mold them into one wall without having to reset each morph.
so the buildings below have multiple windows grouped below the wall but not boned or anything.
....
wait... just make a cube the size of the window plus a bit ...turn it black and put one behind each window you want off and of course if you want to turn off a couple in a row just use the X scale to back make it wider to cover more of window backs.
The windows are all instanced from a single object, so, short answer is no, you can't if they are all instances of the same root element. However, you can set the proportions of the windows to several different mixes, randomy assigned, it seems. Each instance group can have different emission settings. Here is a quick example of a 3 window preset, with one set no emission, and the other two sets with different colours, just to give you the idea.
Windows are instances (ie all are duplicates of a base window) to save resources, and it is not possible to edit individual windows.
What you can do:
When generating your building, go to the tab 'proportions'. By default, you have 100% type 1. Change this to have 80% type 1/20% type 2 (or whatever proportion you want).
When the building is done, select type 2 windows in the scene tab (named something_windows 2). Go to the surface tab and select the 'windows glass'. Apply the iray uber "emissive" shader (by double clicking on shader presets>iray>daz uber>emissive)
Then you just have to change the 'Emission color' to whatever you want (probably something yellowish), tweak the 'Luminance' (probably you'll have to multiply it by 10 if not more), and you're done.
I got instaEdit which turns instances into object so that I can add emission to it, it seems to be working well for now but still need to do more testing with it. I will also give your method a try too.