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Post by TheWickedWitchOfTheWeb // Sep 30, 2008, 7:52am

TheWickedWitchOfTheWeb
Total Posts: 858
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Nothing in particular, just doodling...


15539

Post by TomG // Sep 30, 2008, 8:01am

TomG
Total Posts: 3397
When good curly straws turn bad!


Very nice lighting and materials there, and interested to know how you modeled that too.


Tom

Post by splinters // Sep 30, 2008, 8:47am

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Now I really like that image...:banana:

Post by frank // Sep 30, 2008, 9:57am

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This is what we southern folks call "realistic-lookin'".


Nice job! :-)

Post by spacekdet // Sep 30, 2008, 12:58pm

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Total Posts: 1360
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Inquiring minds want to know... did you use the 'Link' Editor to create this?

Does this mean that you are now, in fact, a "Link Editor"?

Ok, I'll stop.

Post by Nez // Sep 30, 2008, 11:53pm

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Total Posts: 1102
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A really effective image, and clever too as it appears to only use a single object nicely arrayed. Might be nice to see it against a non-black background perhaps?

Is this HDRI lit or done with VRay? If the former, I'd be very interested to see the material settings for one of the coloured links as I'm still trying to get anything other than shiny chrome to look any good so far!

Another great doodle WWotW.

Post by jayr // Oct 1, 2008, 12:53am

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thats great WWW, are you going to enter it in the gallery comp? Have you tried adding physics to it? that'd be intresting to see

Post by trebs // Oct 1, 2008, 1:47am

trebs
Total Posts: 62
I still go with my interpretation.. It's a macro photo of 70's nylon pullover ;)


I like it, but would still love to see a 3:2 version.

Post by Vizu // Oct 1, 2008, 5:30am

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Haha Kate this is just a crazy idea.

Post by parva // Oct 1, 2008, 6:01am

parva
Total Posts: 822
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hehe, indeed trebs a nylon pullover ^^ :D


looks really cool!


P.S.: nice homepage :)

what's that for a font?

Post by MadMouse // Oct 1, 2008, 8:51am

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Really Great render Kate. I like it a lot.

Post by W!ZARD // Oct 2, 2008, 3:57pm

W!ZARD
Total Posts: 2603
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OMG Kate! You've found the Missing Link! :D



Nice work - I've always thought tS had the potential to do interesting work other than the strictly representational. I love the bright cheery colours in this.


More info on your methodology would be appreciated - specifically how you rendered it.

Post by Breech Block // Oct 2, 2008, 5:16pm

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Total Posts: 844
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Wow! What a fascinating image and very well rendered. More please.

Post by TheWickedWitchOfTheWeb // Oct 3, 2008, 1:43am

TheWickedWitchOfTheWeb
Total Posts: 858
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Thanks guys. Was just an idea I got while untangling a cord. The how's, why's and wherefore's - you'll kick yourselves when you hear, it really is the basics! The link is half a torus copied and rotated four times to make the shape, boolean unioned together to make single link. Copy, move, copy, move, copy... you get the idea. I'm almost ashamed at how simple it is! Render is Vray with soft shadows, GI and an HDRI map. HDRI lighting only with samples at 100. Even that wasn't hard as it's the one that comes supplied with tS! Glossy reflection shader, prime colours, job done. THink that covers the 'how' questions'. Now for the specifics:


spacekdet: NO! I'm pleased, nay relieved, to say that the Link Editor was not touched once!


jayr: Add physics? Gosh no! the workspace is struggling enough with the poly count while it's static, if I ask it to move to I think it'd have a seizure. It's a sad but true fact that the workspace simple can't handle higher poly scenes as smoothly as 6.6 could.


trebs: A 3:2 render would be interesting. One day maybe as it takes forever to render due to everything being glossy reflection! For now you'll just have to use the crop tool in PS! :-)


Think that covers everything. Glad y'all liked it.

Post by TomG // Oct 3, 2008, 2:24am

TomG
Total Posts: 3397
On the workspace, depends on the graphics card. I can say that in the workspace I can move smoothly at 30fps or more through scenes that bring the Model side (ie tS6.6) to 1 fps or less, and that's with a graphics card that now costs $80 or so.


If your card is 3 or 4 years old or more and not DirectX9.0c, then it is true that the workspace won't run so well since it is using routines your hardware doesn't support, but on anything newer than that, the workspace will outperform the Model side by a factor of 20 or 30 or more :)


HTH!

Tom

Post by TheWickedWitchOfTheWeb // Oct 3, 2008, 2:39am

TheWickedWitchOfTheWeb
Total Posts: 858
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Then I'll wait til the gallery competition is offering a suitable graphics card as a prize and enter as I'm not upgrading hardware just to run one program! :) (maybe not!) Especially when comparable programs on the market don't need such excessivly resource hungry specs!

Post by parva // Oct 3, 2008, 4:41am

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Total Posts: 822
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Especially when comparable programs on the market don't need such excessivly resource hungry specs!


tell me one ^^


The truth is that the workspace D3D engine is (as far as I know) has a D3D viewspace, no other CG program comparable with trueSpace has.

The focus for those programs is still the fast and easy access (Silo for example still uses OGL (again I guess ^^) and runs like silk even with many polygons.

Realtime effects and shaders seams just a gimmick at least for those which aren't program games or comparable things and those mostly have there own engines for testing.

tS is really extraordinary in this way.


The last versions of C4D and 3DS implemented hardware based shadow mapping but still tS has the cleanest viewscreen I never saw in a comparable program. Nearly quality like a game engine.


After all this blabla, maybe the best way is to wait a bit for acceleration enhancing techniques (aka adaptive degradation or the next gpucard generation with support to geometry instancing)

or reducing the workspace effects to model side like.

Means switching hardware to DX7 or alike.

Post by transient // Oct 3, 2008, 6:31am

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Total Posts: 977
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Yes, that's all true imo. I'm running ts on pretty mediocre hardware.


I like this image - it's simple, but memorable, well done.:)

Post by TheWickedWitchOfTheWeb // Oct 3, 2008, 6:55am

TheWickedWitchOfTheWeb
Total Posts: 858
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All good points parva, and applicable to the 'realtime' side of things. However, as a 3D modeller and rendering program (which, let's face it, is why most people have it) it's resource hungry. The realtime side of things should be an option rather than having it forced on you. But, my views on the 'realtime' side of things are fairly well known and belong in other sections of these forums.


Thanks transient. Simple is a very suitable word for it. I'm suprised how effective it turned out.

Post by W!ZARD // Oct 4, 2008, 10:14pm

W!ZARD
Total Posts: 2603
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The RT renderer in tS allows the use of interactive environments (not to mention shared spaces) which is a unique characteristic of tS. It also allows very fast rendering of animated sequences - these are it's advantages.


I think it's also misstating the case to say ts RT renderer is resource hungry. It's like saying that Broadband is resouce hungry compared to dial-up. Right now I'm rendering an animation using Vray and my dual core CPU is running at full capacity. Meanwhile my graphics card is idling along doing very little. The anim will take around a day and a half to complete. If I was rendering from the RT view it would complete in about ten minutes!


The realtime renderer makes use of emerging technology. DX realtime shaders are not going to go away any time soon and are only going to get better.


Once upon a time 3d modeling was all done using wireframe displays - then as open GL made a use of new developments in graphics hardware more and more apps made use of this new technology (IIRC tS was a leader in this area too).


Assuming history repeats I suspect that many, if not all, other 3d apps will eventually move away from open GL displays to DX displays that are able to take advantage of the full capabilities of modern graphics cards. By having the graphics card used more effectively in the rendering process (as happens with the tS RT view) the main processor is freed up to do more calculations in areas such as animation and physical simulation. This is why the realtime view is so much more efficient that other options.


Back on topic - thanks for the explanation of the picture Kate. Regardless of which technology made it possible it's a very cool pic!

Post by TheWickedWitchOfTheWeb // Oct 5, 2008, 8:19am

TheWickedWitchOfTheWeb
Total Posts: 858
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I wasn't reffering to rendering, just regular everyday modelling where tS struggles now in places where it needn't. Your adoration of all things Caligari is well documented, I just don't share some of those views.


However, just to try and nip it in the bud once again, can I restate this bit:

"my views on the 'realtime' side of things are fairly well known and belong in other sections of these forums."


I'll happily discuss the image here but don't want to get bogged down discussing the tech specs of the software.

Post by parva // Oct 5, 2008, 8:55am

parva
Total Posts: 822
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... would be funny to test how many of those "links"?! can be rendered ^^ :D
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