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Guess what....
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.
Guess what.... // Work in Progress
Post by Breech Block // Feb 7, 2009, 2:27pm
Breech Block
Total Posts: 844
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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
Lol! Ditto all of that. |
Post by marcel // Feb 8, 2009, 12:48am
marcel
Total Posts: 569
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maybe that will help you. :)
3d model free of the house
http://www.greatbuildings.com/models/Ennis_House_mod.html
and pictures in a zip. |
Post by jayr // Feb 8, 2009, 3:46am
jayr
Total Posts: 1074
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thanks marcel, that picture below is a garden lamp isn't it? i found pics of that while i was looking for reference! |
Post by tahnoak // Feb 8, 2009, 4:20am
tahnoak
Total Posts: 487
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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
Larking About (http://forums1.caligari.com/truespace/showthread.php?t=3097&highlight=larking&page=4)
Hence the reason it is "greek" to me. I don't speak Vray :D |
Post by jayr // Feb 9, 2009, 11:08am
jayr
Total Posts: 1074
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While i'm working on the floor textures i though i'd just post these, another lighting test and a real-time render of how far i've got copying the blocks:
http://www.lothissen.co.uk/TILE017.jpg
http://www.lothissen.co.uk/TILE018.jpg |
Post by Jack Edwards // Feb 9, 2009, 12:14pm
Jack Edwards
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Wow! that realtime render looks amazing! :banana: |
Post by jayr // Feb 9, 2009, 3:02pm
jayr
Total Posts: 1074
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All the tiles make great detail, like greebles on a star destroyer :D |
Post by kena // Feb 9, 2009, 3:51pm
kena
Total Posts: 2321
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lol - for those scratching their heads like most of the people I work with
"A greeble or nurnie is a small piece of detailing added to break up the surface of an object to add visual interest to a surface or object"
One of the most famous greebled objects is the large space ship in "Close Encounters of the Third Kind" which you can find HERE (http://en.wikipedia.org/wiki/File:Close_Encounters_Mothership.jpg) |
Post by jayr // Feb 10, 2009, 1:03am
jayr
Total Posts: 1074
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:D Nice one kena, good link too.
Here's a pick with the floor texture. It's too reflective right now, need a bit of work.
How do the mapped VRay reflectance shaders work? if you set them to 1 and put a map on them, does the image determine where the effect happens and the number the intensity of the effect?
http://www.lothissen.co.uk/TILE022.jpg |
Post by kena // Feb 10, 2009, 5:40am
kena
Total Posts: 2321
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hehehehehehehe!!!! I just found this out this past week!!
increase the subdv value to make the floor looks less reflective! check out my first page of posts for Igor's delema to see how that works.
:jumpy:
EDIT: and I would increase the second bounce just a bit more. |
Post by spacekdet // Feb 10, 2009, 7:42am
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Total Posts: 1360
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How do the mapped VRay reflectance shaders work? if you set them to 1 and put a map on them, does the image determine where the effect happens and the number the intensity of the effect?
That's pretty much it! The white or lighter areas of the image used for the map/ mask will be more reflective (if you are mapping the 'mirror' parameter, for instance). The darker or black areas in the mask image will be less reflective.
This is looking great. |
Post by rjeff // Feb 10, 2009, 11:37am
rjeff
Total Posts: 1260
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Kena don't forget Spaceball one from Space balls..it has all kinds of that stuff. |
Post by jayr // Feb 13, 2009, 1:51am
jayr
Total Posts: 1074
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Not had much time to work on this in the last few days but here's an update, increased the intensity of the spotlight an pushed the 2nd bounce to 3.5:
http://www.lothissen.co.uk/TILE025.jpg |
Post by marcel // Feb 13, 2009, 2:07am
marcel
Total Posts: 569
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Not had much time to work on this in the last few days but here's an update, increased the intensity of the spotlight an pushed the 2nd bounce to 3.5:
The sensation of depth is better. |
Post by kena // Feb 13, 2009, 5:49am
kena
Total Posts: 2321
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wow. MUCH better there. you get more of a sense of depth as marcel says. You also get a good sense of weight to your building. Love the colors and the tiles even better now! |
Post by Finis // Feb 13, 2009, 10:07am
Finis
Total Posts: 386
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Looks better. The earlier pictures had the interest of technicalities and methods to a TS user. Now it is starting to draw me in as a viewer. I want to explore this building. |
Post by robert // Feb 13, 2009, 11:01am
robert
Total Posts: 609
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It looks great, the only thing I find strange is the columns on the left.
They don't seem to fit with the rest because they are more blue than orange. |
Post by GraySho // Feb 14, 2009, 1:29am
GraySho
Total Posts: 695
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It looks great, the only thing I find strange is the columns on the left.
They don't seem to fit with the rest because they are more blue than orange.
Might be because of the blueish light reflecting from the background, I think it looks allright.
This has greatly improved, very nice lighting. |
Post by Jack Edwards // Feb 14, 2009, 1:44am
Jack Edwards
Total Posts: 4062
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So when are we gonna see a Yafaray version? :p |
Post by marcel // Feb 14, 2009, 2:05am
marcel
Total Posts: 569
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Might be because of the blueish light reflecting from the background, I think it looks allright.
This has greatly improved, very nice lighting.
Yes. I think with the light at the right, the color of the sky need to be different (less blue and dark). |
Post by marcel // Feb 14, 2009, 2:08am
marcel
Total Posts: 569
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Might be because of the blueish light reflecting from the background, I think it looks allright.
This has greatly improved, very nice lighting.
At this step, the blue can be an "artist" value. ;) |
Post by jayr // Feb 14, 2009, 2:39am
jayr
Total Posts: 1074
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So when are we gonna see a Yafaray version? :p
just downloaded all the files, i'll post one when i've got it figured out a bit. :o |
Post by jayr // Feb 14, 2009, 11:03am
jayr
Total Posts: 1074
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It looks great, the only thing I find strange is the columns on the left.
They don't seem to fit with the rest because they are more blue than orange.
The blue is coming from the HDR Image. That side of the room isn't faceing out but into another room (at least in my head it is:rolleyes:) so i thought the blue make a good colour for where the sunlight isn't catching the walls.
I did try it with a warmer map but it lacked something, might just need playing with:
http://www.lothissen.co.uk/TILE026.jpg |
Post by marcel // Feb 14, 2009, 11:09am
marcel
Total Posts: 569
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I prefer with the blue. Maybe between both last images will be ideal. |
Post by robert // Feb 14, 2009, 11:13am
robert
Total Posts: 609
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Yes, the color is still a bit off, but only on the first pillar really.
After the first one it actually looks pretty good. |
Post by Jack Edwards // Feb 14, 2009, 11:54am
Jack Edwards
Total Posts: 4062
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The blue brings in a complimentary color and adds balance. |
Post by jayr // Feb 14, 2009, 12:46pm
jayr
Total Posts: 1074
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Yes, the color is still a bit off, but only on the first pillar really.
After the first one it actually looks pretty good.
Probably because it's so close to the camera and quite big. I may crop it for the final pic |
Post by Breech Block // Feb 14, 2009, 3:41pm
Breech Block
Total Posts: 844
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Wow, can't believe how much this has come on since I last looked. Stunning work jayr. |
Post by tahnoak // Feb 15, 2009, 12:52am
tahnoak
Total Posts: 487
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Ditto what Breech said!! |
Post by jayr // Feb 15, 2009, 1:02pm
jayr
Total Posts: 1074
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added the skirting board, needs a new texture though, it's far too black. Right now it's just a plaiin black colour and the glossy shader:
http://www.lothissen.co.uk/TILE027.jpg |
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