I want to create a wooden facade like this, with many elements, too many for each one to be created manually. I am wondering how to automate the "distortion" of the mesh when I array them, and also how to make this distortion look like wood. Also, do you have any texturing tips that would make it hyper-realistic?
The distortion for the wooden planks/Bamboo poles you can create with a Displacement modifier with very low strength (
0.005267). Add it after the Array modifier. Use a
Musgrave texture with low size=
fBM. This gives you something like this:
You need a better wood shader than in this example so that the poles/planks don't look like "toothpicks".
I'm away from my desktop, so I can't provide example screenshots, but assuming you have a high enough resolution copy, have you considered using your picture as the texture, and doing displacement mapping based on the light and darkness in the part of the image with the wood? It's the "lazy" solution, but also one which lets you build this quickly, and with inherently realistic textures since you're using the actual textures.