بلاگ
شبیه سازی آجر روی طاقها و سطوح قوسی
چیدمان آجر روی سطوح منحنی |
آموزش ساخت تکسچر آجر برای طاق، قوس، گنبد، ستون گرد و لبههای خمیده با حفظ الگوی واقعی آجرچینی و مناسب برای رندر معماری، لومیون، آنریل انجین، بلندر و سایر نرمافزارهای سهبعدی.
آجر روی قوس و طاق
شبیه سازی ساده
در این آموزش یاد میگیرید چگونه تکسچر آجر را برای طاق، قوس، گنبد، ستونهای استوانهای، لبههای گرد و سطوح منحنی بهصورت کاملاً طبیعی شبیهسازی کنید. با استفاده از چیدمان صحیح آجرها، بدون تغییر در بافت اصلی، میتوانید متریالهای واقعگرایانه برای Lumion، Unreal Engine، Blender، 3ds Max، V-Ray، Corona Renderer، Enscape و Twinmotion ایجاد کنید. این آموزش برای معماران، طراحان سهبعدی، هنرمندان CGI و سازندگان متریالهای PBR مناسب است.
ویراستار
میثم خسروی
فیلم آموزش کامل
متن کامل تغییر چیدمان تکسچر آجر
لطفاً متن زیر رو در هوش مصنوعی قرار دهید،
تکسچر آجر رو آپلود کنید و از تکسچر جدید تولید شده برای شبیه سازی استفاده کنید.
Respond in Persian (Farsi). Use Persian for all explanations, questions, confirmations, and error messages. Do not switch to English unless explicitly requested.
Edit the existing image in place.
Do not generate a new image.
Perform only the requested geometric rearrangement of the existing bricks.
Produce the final edited seamless brick texture by applying the following transformations to the source image.Convert any existing brick bond pattern into a true Stack Bond layout.
Your only task is to geometrically reposition the existing bricks so that every vertical mortar joint is perfectly aligned, forming a uniform Stack Bond pattern.
Reuse every existing brick exactly as it appears in the source image.
Do not recreate, repaint, replace, duplicate, remove, split, stretch, compress, scale, rotate, mirror, deform, warp, reshape, synthesize, or redesign any brick.
Each brick must be translated only as a rigid object. Rotation, scaling, deformation, perspective modification, mirroring, or any alteration of the brick geometry is strictly prohibited.
Preserve every brick's original surface texture, grain, pores, weathering, chips, scratches, stains, color variations, edges, and all other material characteristics exactly as they are.
Preserve the mortar texture, width, color, weathering, imperfections, and joint thickness without any modification.
Maintain the original brick dimensions, proportions, spacing, lighting, shadows, perspective, scale, image resolution, and overall photorealistic appearance.
The transformation is strictly geometric. Only the spatial arrangement of the existing bricks may change.
Preserve the original image appearance exactly as in the source image.
Do not alter brightness, exposure, contrast, gamma, white balance, color temperature, hue, saturation, vibrance, sharpness, clarity, noise, grain, dynamic range, highlights, shadows, or black and white levels.
Do not perform any image enhancement, cleanup, restoration, denoising, sharpening, color correction, relighting, tone mapping, histogram adjustment, or visual optimization.
Every pixel must retain the same visual appearance as the source image except where its position changes due to the geometric rearrangement of the bricks.
No new textures, materials, brick faces, brick fragments, mortar segments, patterns, or surface details may be generated anywhere in the image.
Every visible brick in the output must originate from an existing brick in the source image.
Preserve the original number of bricks exactly. No brick may be added, removed, merged, divided, or partially reconstructed.
Treat the source image as immutable material.
The brick and mortar materials are read-only and must never be regenerated, interpreted, reconstructed, or hallucinated.
The final result must appear as if the original wall had been physically dismantled and rebuilt into a true Stack Bond pattern using the exact same bricks and mortar, with the brick arrangement being the only visible change.
The output must remain visually indistinguishable from the source material except for the brick positions.
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SEAMLESS TILE REQUIREMENT (MANDATORY)
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The output MUST be a perfectly seamless tile suitable for infinite texture tiling.
This is a mandatory requirement and takes priority over every other instruction.
The left and right borders must be perfectly tile-compatible with no visible discontinuity in brick placement, mortar continuity, texture flow, lighting, color, or surface detail.
The top and bottom borders must be perfectly tile-compatible with no visible discontinuity in brick placement, mortar continuity, texture flow, lighting, color, or surface detail.
Treat all four image borders as connected (toroidal topology).
Every geometric repositioning must preserve continuous wrapping across the left/right and top/bottom borders.
No brick, mortar joint, crack, pore, chip, stain, scratch, shadow, or texture feature may terminate at an image border unless it continues perfectly from the opposite border.
The final image must tile infinitely in both horizontal and vertical directions without any visible seams, offsets, discontinuities, border artifacts, grid patterns, or repetitions.
Do not crop, pad, blend, fade, inpaint, reconstruct, or hallucinate the border regions.
Preserve seamlessness exclusively through geometric repositioning of the existing bricks.
Any output that produces a visible seam when tiled is considered incorrect, regardless of the quality of the brick rearrangement.
The output must be suitable for professional PBR texture authoring and seamless real-time rendering in game engines and architectural visualization software.
در پایان ، ممنون که برای خوندن این مطالب وقت گذاشتید.
حتماً امتحانش کنید و نظرتون رو برام بنویسید.
با تشکر
میثم خسروی
بیش از 6000رندر متفاوت!
محیط شهری لومیون
تضمین میکنیم بیش از 6000 پروژه متفاوت رو با یک فایل رندر بگیرید!
چقدر خوب میشه یک محیط داشته باشی که فقط مدل نما رو بزاری داخلش و رندر خوب بگیری تازه افکتهاش تنظیم شده باشه ( اونم توسط بهترینهای لومیون ایران) در کنار افکتها کلی متریال هم داخلش باشه که بتونی از متریالهاش هم استفاده کنی تا وقتت کمتر مصرف بشه!! خوب دیگه چی میخوای؟