Stuff on the Floor

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Stuff on the Floor // Work in Progress

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Post by hemulin // Feb 24, 2006, 2:27am

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No need to shell it, unless you are forcing single sided rendering.

Even a half NURBS sphere works well.

If you've never tried an envirodome, I have a quick tut HERE (http://www.spacekdet.com/tutorials/skydome/).


Thanks for teh info spacekdet, I will try that

Post by hemulin // Feb 24, 2006, 2:33am

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...adjust the Refl. value upwards...

I agree with spacekdet, why make things complicated, though I do think that if you persevere with simbiont you will find a better floor effect. I have been searching the old forums for a simbiont tutorial, however, as yet I have not found one. I might make a simple one to show you the basics of setting up a realistic floor effect if you want?

Also rchappel, this may be how you want it but doesn't the blue flex look a bit too shiny, it looks like a shiny blue iron flex instead of the blue cable I presume you want. Everything else is great, however it depends what you want from this scene, if your wanting photorealism, or if you're wanting really good composition.

Post by stoker // Feb 24, 2006, 2:40am

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Yer, a tutorial on Simbiont sounds like a great idea Hemulin. You and me use it alot but I do not no about other people. (probably use there own choice of textures):)

Post by hemulin // Feb 24, 2006, 2:43am

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Maybe, I mean there are a heck of a lot of plugins that ive never used, some never even heard about, probably the same with you, however once you get started with simbiont even the difficult bits are easy.


Note, if I do this tutorial, it will all relate to truespace 6.6, so I cannot gaurantee that the plugin will perform exactly the same in all other version of ts.:D

Post by stoker // Feb 24, 2006, 2:46am

stoker
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Will keep you out of trouble Hemulin. Dont forget though, still alot of people are still using Ts6.6, not everyone is using 7:D

Post by hemulin // Feb 24, 2006, 2:51am

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Thanks stoker :p

You say that is if I have nothing to do :rolleyes:

However I do have lots, and I will only do this tutorial if I think it will be worth it, and when/if I have the time, so If anybody really wants it, please say so; also if there already is a tutorial out there please tell me beacuse I don't want to just repeat what someone else has already done.


Yes there are lots of people still using ts6(.6)

Post by stoker // Feb 24, 2006, 2:53am

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Total Posts: 506
Will have to have a search through the old forums to check that one out. I am Guessing you have loads of coursework to do LOL!!:D :D

Post by hemulin // Feb 24, 2006, 2:55am

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Oh Yeah!! :cool:

Post by stoker // Feb 24, 2006, 3:00am

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Total Posts: 506
What other plug-ins are you using Hemulin:confused: :) :)

Post by turumdarak // Feb 24, 2006, 7:55am

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Total Posts: 24
A note on the enviro dome:


What I tend to do is create a sphere and then reverse the normals. This has the benefit of allowing you to position the camera OUTSIDE the sphere and still see what is inside as long as you have single sided rendering enabled (which I normally do). The other benefit is that if you use a shadow casting infinite light, it will penetrate the dome, again as long as you do single sided rendering.


One problem I have noticed with the single-sided rendering is that glass tends to not behave correctly for some reason, but that can be fixed by forcing it to be double-sided in the object options.

Post by rchappell // Feb 24, 2006, 8:40am

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Some excellent advice coming here it is much appreciated. I would certainly be grateful for a tutorial on simboint as I am still playing around without immediate results.


Decision time here ...


Which is best? Do I stick with the original composition or try with this new layout which features more of the guitar and is brighter?


I started this as a simple test with a single local light to try and see what could be done and I have now introduced another three smaller local lights into this scene. I have still to tweak the blue lead, change the floor etc but I am now wondering if the composition is better now. My problem with this is the headstock of the guitar is too clean looking. I am not experienced enough to make it look more real so I decided to hide it off-picture. The ashtray is modelled but the cigarette-end is a post paste-in in 2D using Paint Shop Pro. Again, the ash-tray looks too clean without it. I am not a smoker but curiously felt compelled to model an ashtray to get that opaque, shiny material into the scene.


Decisions please ... this one or the previous layout ...

Post by hemulin // Feb 24, 2006, 10:25am

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Thanks for the advice turumdarak


A note on the enviro dome:


What I tend to do is create a sphere and then reverse the normals.


Please explain reversing the normals, I have never heard this term before :confused: :o

Post by hemulin // Feb 24, 2006, 10:35am

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That guitar is brilliant:banana: , I prefer this layout as it shows more of the guitar. If you wanted to dirty up the guitar a bit you could put another transparent layer on the material, the same goes for the ashtray.

Post by stoker // Feb 24, 2006, 10:43am

stoker
Total Posts: 506
Decision time here ...


Which is best? Do I stick with the original composition or try with this new layout which features more of the guitar and is brighter?




Decisions please ... this one or the previous layout ...


I like your most recent image. Though it might look better with the guitar as more of a central point:rolleyes: LOL

Also it takes some of the orangeness out of the scene. The Guitar looks a little two shiny, maybe the reflections could be turned down a bit. The photrealism may come back in to the scene then. I am trying not to be too critical so I would say that the guitar looks Ok as it is but could look better.:)


I am sure Hemulin would be happy to do a tutorial on Simbiont:D


Second image certainly looks better though in my opinion:jumpy:

Post by hemulin // Feb 24, 2006, 10:50am

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I can do a really basic tutorial for you, and then post it tomorrow if you want Rchappell. It will just show you how to do the basics, like flooring and that trumpet. You may be able to make you guitar look more realistic in it too. If more people say they want a simbiont tutorial, then I might do a more comprehensive one.

Post by stoker // Feb 24, 2006, 10:52am

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Nice 1 hemulin:cool: :cool: :cool:

Post by rchappell // Feb 24, 2006, 11:04am

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Total Posts: 114
I can do a really basic tutorial for you, and then post it tomorrow if you want Rchappell. It will just show you how to do the basics, like flooring and that trumpet. You may be able to make you guitar look more realistic in it too. If more people say they want a simbiont tutorial, then I might do a more comprehensive one.


That would be great, Hemulin. I am playing around with simboint right now but I am struggling a little with getting the scale of the pattern/texture right for the floor. One other thing I often try and get is a reflection which is "muddy" if you know what I mean. Often things like wooden flooring etc gives a faint but distorted reflection. (I am showing my lack of experience here).


I will play around with the more recent composition ..

Post by hemulin // Feb 24, 2006, 11:11am

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have you downloaded all of the darktree repositories?

Post by rchappell // Feb 24, 2006, 11:18am

rchappell
Total Posts: 114
Yes I got the big one DTRep_thumb

Post by splinters // Feb 24, 2006, 11:19am

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Remember that you do not have to use all of the Simbiont channels in your shader. For instance, you can have the colour and bump of your loaded simbiont but load the mirror reflectance from the LW library. You could also add a rough texture in the bump so that the reflection is not so pure. That way you can tweak the shader to suit....;) A bit like this but clearly not as rough....

Post by stoker // Feb 24, 2006, 11:20am

stoker
Total Posts: 506
I would say that Simbiont is the kind of plug in that with use you will get better (Practice makes perfect) Sure you will get the scales right at some point:jumpy:

Post by rchappell // Feb 24, 2006, 11:29am

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Total Posts: 114
Remember that you do not have to use all of the Simbiont channels in your shader. For instance, you can have the colour and bump of your loaded simbiont but load the mirror reflectance from the LW library. You could also add a rough texture in the bump so that the reflection is not so pure. That way you can tweak the shader to suit....;) A bit like this but clearly not as rough....


Thanks for that Paul I will have a go shortly.

Post by stoker // Feb 24, 2006, 11:33am

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MMMMMM:rolleyes: Looks familiar splinters:rolleyes: :D :jumpy:

Post by hemulin // Feb 24, 2006, 12:15pm

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Likewise. I still have my render of that poking around somewhere. Want to compare?:D

Post by splinters // Feb 24, 2006, 12:19pm

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Likewise. I still have my render of that poking around somewhere. Want to compare?:D


Bring it on Junior.......:icon_ProgressReport

Post by hemulin // Feb 24, 2006, 12:20pm

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Are you challenging me ;) :cool:

Post by stoker // Feb 24, 2006, 12:21pm

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:D LOL a teacher challenging a student. I also believe my CAD model for that particular project was also pretty good:jumpy: :D :D :D

Post by splinters // Feb 24, 2006, 12:23pm

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Are you challenging me ;) :cool:


YES, and on Monday......we armwrestle..stil think you'll win?

Post by hemulin // Feb 24, 2006, 12:25pm

hemulin
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Depends if I can let your brother play in my place.:D

Post by splinters // Feb 24, 2006, 12:28pm

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Depends if I can let your brother play in my place.:D


Christ, have you seen my brother? I might be chunky but he is a monster....and I'm not joking..:o
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