Piranesi Construct


in this movie, we’ll see how you can extend existing scenery and create new scenery, using the construct tool for example create a new wall in the same plane
as an existing wall or add a hedge, or a fence, in a new plane let’s look at how we can do this I’ve opened this EPix file and I’ll create a new wall between
these two columns here I’ll switch to the construct tool
over here on the tools toolbar and on the tool options toolbar I’ll select the “replace farther pixels”
construct option this means Piranesi will replace all
pixels deeper than the point I click I’ll choose the fill tool to apply the paint I’m going to select a wall texture
from the real world texture library and you can choose any wall you like I’ve chosen red brick which will contrast nicely with the column texture now, when I click on the front face of any column a new plane is constructed along the face
which has the texture I chose I’ll use the undo command to undo this effect and now I’ll click on the front face
of this column base and the new plane moves forward a bit and I’ll undo this again the construct action can be used more effectively here
when applied with a brush this gives me control where the wall is created I’ll use a round brush with zero softness and now I’ll create an adjoining wall
between the two gates I do this by pressing the mouse button
on the front column face here then I drag into the space between the gates
and paint in the area the wall now fits between the columns but notice that the top is not very straight I can correct this in Piranesi quite easily first I set an on-screen direction using
the tool’s advanced settings I set the brush constraint to fixed direction and click the Pick button to define the direction and I’ll click on the column here this sets the brush direction to normal which is perpendicular to this wall so I’ll align my mouse pointer where I want
the top of the wall to be and I can constrain the paint to the set direction
by pressing Shift so, I’ll press Shift and the mouse button then drag the paint over to the other column this creates a straight line in that direction I have set now I can release the Shift but keep the mouse button pressed and continue painting I need to create the wall using one continuous paint action because I will use reapply in the next steps and reapply redoes only the last paint stroke if I look at the material name of the wall on the status bar I see that it is called column this is because I have “same as material at start” selected on the construct settings here i’ll change this to “new name each time” and keeping the base name “construct” I’ll now reapply the wall now when I check its material name it has changed to “construct 1” each time you create a new construct this way its material will be named “construct 1” … “construct 2” and so on until now we’ve used the “replace farther pixels”
construct mode that replaces pixels behind the selected plane I’ll now show you the other replacement options we’ll start by painting a red brick wall
from the left hand column with fixed direction still active I’ll switch the mode to “replace all pixels” I’m going to draw the wall to align with
the front face of the left column this time pixels appear everywhere
I paint with the brush if I switch to “replace nearer pixels” and reapply you can now see only pixels that lie
on planes in front of the column face if I select the “include pixels in plane” checkbox
and again reapply all pixels that lie on the column face
are now included I’ll switch back to “replace farther pixels” and clear the “include pixels in plane” checkbox and reapply the effect this is the option we used for the previous wall you only see what covers pixels behind the column face we can also move the wall back or forward
from a selected plane so I’ll enter an offset of minus 500 mm and when I reapply the wall is now aligned closer to the back of the column I’m now going to show you one more construct effect so I’ll undo all my painting I could undo each paint action individually but I’ll use the Revert command
to return to the last saved state and confirm using the style selector, I’ll open the construct category and select the style railings created with a brush now this is an alpha texture though it has its own colour this means that white areas of the image
appear transparent when painted onto a scene to add some colour to the railing I’ll choose a colour such as this green and reduce the texture amount so the colour
can show through a little I’ll now switch to fill so that the railing can be created
with one click first on the advanced settings notice the railing image repeats only in X this makes sense as the fence should extend
to either side but should not stack vertically and the hook point is at the bottom of the image when I click the front face of any column base
the railing is applied to that plane and by adding an offset of, say, minus 750 mm and then reapply the fence moves back a bit ok, we’ve looked at constructing scenery in a 3D view we’ll now take a brief look at using construct to create depth and material
information in a 2D image this will give much more control over painting the image
using the Piranesi locks I’ve opened this plan view of a house and gardens if I look at the material and depth channels in turn there is no material or depth information this is indicated by a solid black material view and a solid grey depth view so let’s add some materials and depths to the image I’m going to open a style library that I’ve created here in the style selector I’ll set the view to details and I’ll apply the first style 01 borders this uses the construct tool
with a contiguous fill we have “replace farther pixels” selected and “include pixels in plane” selected too we also have an offset of 25 mm and a new material name of soil the offset doesn’t have any real world significance
but we want different depths to work with I’ll now click on the border areas and when I move the pointer over the painted areas I see a new material called soil
on the information toolbar and looking at the Z coordinate the painted area is at 25 mm making the new plane closer to the eye
than the base drawing using the style, 02 pond
I’ll click in the pond area this style also uses the construct tool
but without an offset so the level of the pond will be below the borders I’ll now paint the lawn and roofs
using the saved styles these styles also use the construct tool
to create new material and depth information the lawn is created above the pond and solid and the roofs are 1m above the pond the different depths create geometry to work with rather than for any realistic effect to complete the scene I’ll paint the drive area
with a raster texture which uses the construct tool with an offset .05m and finally I’ll apply the style, 04 paving and click in the remaining blank space my image now has several depths and materials
to work with and to quickly to demonstrate this I’m going to mow the lawn using a material lock we can use the material lock because
we now have several materals to work with we can see this by switching to the material channel and back again and by pressing Shift I can constrain the brush stroke
to the horizontal image axis giving a realistic impression of a mowed lawn that concludes this short introduction
to constructing and extending scenery

1 thought on “Piranesi Construct

  1. Thanks for providing tutorial. A lot of good contents have been covered in this vid, I have to stop and rewind tutorial a couple times to get it!! I am looking for more from yours…. love it!!

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