Guess what....

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Guess what.... // Work in Progress

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Post by kena // Feb 3, 2009, 12:22pm

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You replicated it very well. Good job!

Post by jayr // Feb 3, 2009, 2:25pm

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I've messed with the lighting and changed a few textures for this now:


http://www.lothissen.co.uk/TILE007.jpg


Also to compare with how i want it to eventually look:


http://www.lothissen.co.uk/TILE003.jpg

Post by kena // Feb 3, 2009, 2:41pm

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Textures look good, but the light up to the top is a bit dark. Tends to blacken that part of the image.
If this is V-ray, you may want to consider caustics to bounce light up there, if Lightworks, you may want to use a dim area light (long render times with those). If using real-time, an ambient light would probably solve the issue.

To get the camera correct, instead of using perspective view - use an actual camera. It will add in the vanishing point for your pic. But that comes later :D

Post by jayr // Feb 3, 2009, 2:52pm

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that is using a camera, but getting the angle right is probably going to be one of the last things i do. Got lots of tiles to copy & paste and texture to make first.

Post by jayr // Feb 3, 2009, 2:56pm

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If this is V-ray, you may want to consider caustics to bounce light up therer :D


do caustics act that way in GI? i always thought they were for things like refraction thru glass. Thanks for the tip though, i'll give it a try.

Post by kena // Feb 3, 2009, 3:26pm

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do caustics act that way in GI? i always thought they were for things like refraction thru glass. Thanks for the tip though, i'll give it a try.Caustics work for that as well as light-bounce. if you look at my speed model entry for the drill, I used caustics to get the light bounce.

Post by TomG // Feb 3, 2009, 5:04pm

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Caustics only bounce light from reflective surfaces (or focus it through refractive surfaces), but not diffuse surfaces. Diffuse surfaces bounce light using GI, Global Illumination. So in this instance, since there are no reflective surfaces, you would enable GI but not caustics.


HTH!

Tom

Post by marcel // Feb 3, 2009, 11:15pm

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It is possible to correct manually the light at the top of the image with an infinite light WITHOUT shadow. Place it in vertical position from bottom to top.

If you rotate this light, you can adjust manually the final aspect. It is not a real simulation, it is an "artistic" simulation.the color of the light must be colored like the floor to simulate a global illumination.

By this way,you have a total control of the final result. Sometime, the exact render is not the solution.

Post by Nez // Feb 3, 2009, 11:20pm

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that is using a camera, but getting the angle right is probably going to be one of the last things i do. Got lots of tiles to copy & paste and texture to make first.


Actually, I would tend to think that it might be easier to position your camera before there's too much geometry in place, unless you're working with layers or hiding objects - I tend to find that once the geometry really stacks up, moving cameras/viewpoints around tends to be very sluggish, so it's usually easier to do with a 'skeleton' scene. Just a thought. That siad, I don't think you should necessarily aim to recreate the original camera viw - it's not that great a shot anyway and you may have fun factoring in the vary different aspect ratio of that shot to your screen view.


I like the overall look at the moment, and even though the shadows are a little strong, it's got a great moody look. Look forward to seeing it come together.

Post by jayr // Feb 4, 2009, 1:19am

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Actually, I would tend to think that it might be easier to position your camera before there's too much geometry in place, unless you're working with layers or hiding objects - I tend to find that once the geometry really stacks up, moving cameras/viewpoints around tends to be very sluggish, so it's usually easier to do with a 'skeleton' scene. Just a thought. That siad, I don't think you should necessarily aim to recreate the original camera viw - it's not that great a shot anyway and you may have fun factoring in the vary different aspect ratio of that shot to your screen view.


yeah i know that feeling nez, the workspace seems to handle more polygons with the bridge off than model side did so i'm hoping this'll be ok. probably not going for an exact copy of the angle (or lighting), more of a subtle improvement. :D

Post by jayr // Feb 4, 2009, 1:56pm

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didn't have time to do much today, just messed about with lighting. this is using just 1 infinite light, it's too bright on the left hand wall but i like how the normal map and the modelling on the tiles on the piller shows up:


http://www.lothissen.co.uk/TILE008.jpg

Post by RAYMAN // Feb 4, 2009, 5:56pm

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Jayr you said in one of your earlier posts that you are more into

a soft look like the photograph.

Your only going to get that with a good Gi solution.

I am not a strong believer in multiple light simulation of Gi because thats

much to hard to get right.

If you ad lights without shadows you get results that your eyes will

quickly discover as wrong and if you ad lights with shadows you get

multiple shadows what you want to avoid too.

i´ve only seen a few people who could fake GI well !

You got Vray as you show in your signature.

I did a quick setup using Sketchup eyeballing in the room (proprtions arent

right but its just a few push pulls to get that fixed) to show you what you would get if you are after a Gi solution.

I include here a Kerkythea file to experiment with . I used only a physical

sky and the sun.the render setting was MLT bpt.

I would also try to use a good hdri instaed of the physical sky....

You could also try and use the new Yafray exporter as soon as Jack releases

something to test.

Peter

Post by Jack Edwards // Feb 4, 2009, 7:03pm

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Just so you know, there may be a usable beta of the Yafaray exporter in the next day or two. ;) We're currently plowing through material and light support at a really good clip. The camera projection math also got solved to match the TS view as well tonight. Layered materials and layered shaders won't make this beta release. HDRI/IBL should though, and there's an outside chance for Fog and volumetric shaders. :cool:

Post by RAYMAN // Feb 4, 2009, 8:26pm

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Jack i´m looking foreward to that its going to be a treat !

Jayr I updated the render geometry and added a few panels for you to see

how they come out in a GI solution....

Peter

Post by kena // Feb 4, 2009, 9:08pm

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It's like night and ... well... day! add some texture to your panels and the walls and see if it still goes well. better yet, put your own stuff in that scene and see if it renders well.

Post by jayr // Feb 5, 2009, 2:09am

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thanks rayman, i'll mess with that tonight, just tried a render with hdri in vray. It looked promising but needs a bit more tweeking.

Post by jayr // Feb 5, 2009, 11:55am

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heres a new render using one of the TS default hdri maps, VRay set to 'very high' and the 'intensity' set to 5, 'saturation' set to 3:


http://www.lothissen.co.uk/TILE009.jpg

Post by kena // Feb 5, 2009, 1:30pm

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I see you used the outside winter scene... Inside looks like morning in the desert though. ;)

Post by Jack Edwards // Feb 5, 2009, 3:13pm

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Saturation and intensity should usually be 1.0 or less. The default settings for HDRI with TS VRay don't make much sense.

Post by jayr // Feb 6, 2009, 2:27pm

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i'm using a HDRI image and a spotlight in this one:


http://www.lothissen.co.uk/TILE011.jpg

Post by kena // Feb 6, 2009, 3:56pm

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a bit better, but still a bit dark. If the scene out the windows were a bit more like night-time, then it would look right I think.

Post by Jack Edwards // Feb 6, 2009, 5:44pm

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Huge improvement!

HDRI + Spotlight is my preferred setup for VRay. ;)

For night scene you can even add a bit of blue to the spotlight.

Don't forget you can adjust the "2nd bounce" value to get more light bouncing around inside the space.

Post by jayr // Feb 7, 2009, 2:15am

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thanks guys. it is still too dark, as you said kena it looks like it's night time. Thaks for the tip on the 2nd bounce Jack, i'll try it now

Post by jayr // Feb 7, 2009, 3:01am

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played with the 2nd bounce amount.


With it set to 1.5:

http://www.lothissen.co.uk/TILE012.jpg


With it set to 2.0:

http://www.lothissen.co.uk/TILE013.jpg

Post by RAYMAN // Feb 7, 2009, 5:29am

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Realy big improvement Jayr your getting there !:)

Peter

Post by kena // Feb 7, 2009, 6:00am

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setting to 2 seems to have worked better. Have you tried 2.5 and 3? I think 3 would be a bit too much, but 2.5 just may put it where it has the right brightness.

Post by Jack Edwards // Feb 7, 2009, 7:37am

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For my Fan render scene from the SMC I used a 2nd bounce of 5.0. Also you can raise the light intensity beyond what the color picker gives you if you do it on model side. Stan also made some custom workspace lights with an adjustable intensity field that should be in the Garage.

Post by jayr // Feb 7, 2009, 8:11am

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For my Fan render scene from the SMC I used a 2nd bounce of 5.0. Also you can raise the light intensity beyond what the color picker gives you if you do it on model side. Stan also made some custom workspace lights with an adjustable intensity field that should be in the Garage.


i'm using one of those lights in the scene, they're great because i hate going into the LE for stuff like that.

Post by tahnoak // Feb 7, 2009, 10:17am

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Most of the dialogue in this thread is over my head but someday I will look back at this thread and learn something. Looks great jayr

Post by kena // Feb 7, 2009, 10:38am

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Most of the dialogue in this thread is over my head but someday I will look back at this thread and learn something. Looks great jayr


If you have V-ray, then it makes good sense.


I also use my old thread to keep my mind on how to put settings

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