City Lights
SWIFT ARCHITECTURAL DEPTH
![](https://assets.superhivemarket.com/cache/1fff3b924e9eb3a5573104c944813339.gif)
This shader projects detailed interiour into your city buildings. Reduced to a few parameters, this shadergroup allows for quick setup.
heres a runthrough all adjustments:
![](https://assets.superhivemarket.com/cache/6943bd7b681258762a018f83fe803569.gif)
- vector: the proportions of the rooms (along local x,y,z)
- depth: how deep are the rooms
- out wall: color of the wall
- gapwidths: how much does the wall cover
- edge radius: (cycles only) how wide the edges of the model map walls, this helps to avoid windows at the edge.
- tint/floor/wall/glass: coloring the interiour and windowglass
- light strength: emission strength of the rooms
-
light bias: how many rooms have lights on
![](https://assets.superhivemarket.com/cache/b960cb9fdf773d1facabf9ef7688ec9f.gif)
You will see two shader setups: one for a single building, and one which already makes variations over objects and object elements to assign it to several buildings at once.
![](https://assets.superhivemarket.com/cache/b055560fcf561d57de068f4812e2c30b.jpg)
a "random cell rgb" is available as output to add further variation. this can also be used as input for a second citylight nodegroup, which has the same proportions, to get colorvariance over the rooms:
![](https://assets.superhivemarket.com/cache/ac11e6bb80c0216913d6a50b8c1fbd6b.png)
Have a look at my other items including:
About the Creator:
I am a 3D artist in the advertising & television industry for 25 years.
While working on projects and teaching animation at design college since 1998, i studied physics at the university of Vienna. That equipped me with a solid toolset of math to use in 3D workflows.
I started programming Blender add-ons and noding vector operations into shaders around 2012.
I love how Blender and Cycles offer a lot of opportunities to speed up rendering and fake depth into surfaces in many ways.
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