My short movie

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

My short movie // Work in Progress

1  |  

Post by Zeipher // Feb 17, 2006, 3:11pm

Zeipher
Total Posts: 224
pic
Which is the best image so far? I want to know which renderer to use.

Post by Zeipher // Feb 17, 2006, 3:15pm

Zeipher
Total Posts: 224
pic
Of course there's HDRI... but that's just too good :)

Post by ProfessorKhaos // Feb 17, 2006, 3:20pm

ProfessorKhaos
Total Posts: 622
pic
I voted 2 for the lighting but I like 1 for the detail visible and 3 for the subtle shadows. 3 is too light overall


4 is killer! :)

Post by Zeipher // Feb 17, 2006, 4:45pm

Zeipher
Total Posts: 224
pic
Yeah, I like 4 the best. It renders really quickly too. Most of the animation will be indoors, so I'm worried the walls will cast shadows over everything with HDRI. The first was Lightworks, which, out of the 3 renders the fastest and with the most detail. The second was Virtualight, which I hated to be honest. Really slow to render, and I lost all my textures (there are meant to be 2 little pupils in the middle of the eyes). The third was Vray, which also seemed to lose all the bumps and flattened the textures. Global Illumination is probably what made it so bright, otherwise it just looked like Virtualight :(


The project's on hold atm, until trueSpace 7 has a bugfix. If you look closely at the jaw, I have them being operated by a small piston like device. It's simple to make, and very effective AND the bonus, is that once you've set it up, it requires absolutely no animating. The problem, however, is that once you save the scene and then reload it, the way in which I designed the piston is reversed somehow, and refuses to work until I set it up again.


I made a short video to show Team Caligari (seeing as i'm a beta-tester), to show what the probelm is. I'll paste it here to let ya have a look.

Post by Alien // Feb 18, 2006, 2:22am

Alien
Total Posts: 1231
pic
I could be wrong, but I think the problem might be that you're using the old-style scene library. Try saving it to the new [tS7-style] library, & see if that makes a difference.

Post by Zeipher // Feb 18, 2006, 7:17am

Zeipher
Total Posts: 224
pic
I could be wrong, but I think the problem might be that you're using the old-style scene library. Try saving it to the new [tS7-style] library, & see if that makes a difference.


Not sure what you mean by the new TS7 library. Would it really make a difference depending on how it was saved?

Anyone figured out a fix for my HDRI problem? Look how amazing it looks!!! I want it to stay like that! :)

Post by Alien // Feb 18, 2006, 11:48am

Alien
Total Posts: 1231
pic
Not sure what you mean by the new TS7 library.

Switch to Default layout. Look in the stack on the right hand side of the window for the scenes section. That's the new tS7 scene library. It's not just a new face on something old, it saves files with a different extension as well [.rsscn IIRC].


Would it really make a difference depending on how it was saved?It's possible. Saving to the new libraries works pretty much the same as with the old ones [right click, insert].


Try saving your scene that way & see if you still have the same prob.

Post by SiRender // Feb 18, 2006, 3:15pm

SiRender
Total Posts: 38
Zeipher,


Not sure what you mean by the new TS7 library. Would it really make a difference depending on how it was saved?

[...]


See the Artist Guide page 49 about the tS7 way to save scenes.

Post by TomG // Feb 20, 2006, 3:24am

TomG
Total Posts: 3397
BTW GI will always flatten the effect of bump maps.


Bump maps work best with a directional light source, as then then bumps "cast shadows" on the surface that reveal them. GI though calculates light coming from all directions, different from a directional lighting as then the shadows and dark areas from bumps are filled in with light from the other directions.


Good results are often obtained using a VERY dark blue as the environment color, which adds just a hint of lighting in shadows (which you cast using a regular directional light source in the scene) - this allows allows bounced lighting to fill in the shadowed areas (whereas with too much light from the GI environment, the shadows are already filled in and bounce lighting effects will be less obvious).


GI should give you good results that render faster than IBL lighting under Lightworks and look better too. HDRI lighting is good, and is at it's best with reflective materials (as then the environment shows up, as well as the lighting, which is what makes the real difference - you can turn off Specular effects which are just simulations of reflected lightsources anyway and have real reflected lightsources with a shape, eg a window, or a large sun).


However, HDRI doesn't do any bounced lighting, while GI does. In an enclosed scene, both the HDRI lighting effect and reflected environment will be blocked by the scene objects. GI lighting will be blocked too (though the lights inside the enclosed area will be bounced around from walls onto floors etc).


I prefer 1 and 4 at the moment, but I don't think GI has shown its best yet for this scene :)


HTH!

Tom
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn