Dear Friends, you might have seen this video popping up in your feed. I've made a couple of adjustments.
First of all, your now able to randomize the rooms. In the 'INSTANCE DATA' container a noiseCHOP generates random integers between the amount of cubemaps you're using. There is currently only one available, since I've used the freely available textures from Julius Ihle 'windowbox shader', I encourage you to have a look at his website http://julius-ihle.de/?p=2451, the textures can be downloaded from his github https://github.com/julsVFX/osl/tree/main/jiWindowBox/examples . You might notice that his textures are different. Our code uses cubemaps, it made it a whole lot easier code wise, but I might alter the code to fit his style of texture packaging, since it seems to become an industry standard.
So if you've downloaded his textures, just plug the exr in the nullTOP right before al the crops and it will generate the cubemap for you. If you'd like to add another room, just copy the entire base and 'cube_0'. It's important to keep the name of the null 'cube_1,2,etc.', since the shader will lookup the digit in the noiseCHOP.
You can also generate cubemaps from equirectangular images, just feed it into a projectionTOP, set it to equi in, cube map out.
I'll give it a try to render out our own interior rooms in the near future. But first wanted to make sure what the basis shader code will use, cubemaps or texture maps.
Also make sure you use an environmental map for the reflection pass. The file uses the standard one from the Derivative samples, but just grab a 4K from hdrihaven.com , also free, great stuff out there.
If you have questions, don't hesitate to get in touch, you're support is bless!
Best,
Stefan