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3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions.

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Old 11-26-2006, 10:21 PM   #161 (permalink)
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LOL it's the annoying way the thumbnail sorftware works (I prefered the old version) I don't have any images attached to the thread, because of the file sizes allowed (and I like to render big!) I attached a thumb image just show it would show

and thanks Snowcrash!

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Old 11-26-2006, 11:42 PM   #162 (permalink)
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That is some extremely fine work.
I'm heaven forbid not really into all the trek stuff, but this is just amazing.

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Old 11-26-2006, 11:56 PM   #163 (permalink)
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This thing is badass. I love it

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Old 11-27-2006, 02:05 AM   #164 (permalink)
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Well it may be 'trek stuff' but the saucer is missing right now hehe

Nice to have the support of some fellow 'wavers hehe Cheers guys!

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Old 11-27-2006, 02:08 AM   #165 (permalink)
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The world isn't Maxed out yet!

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Old 11-27-2006, 03:55 AM   #166 (permalink)
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Quote:
Originally Posted by tobian View Post
It was really hard to tell how that would work out till the thing had gone through more than 10 passes - I think there was something like 35 and over 3 hours render time, because of the reflection blurring and monte-carlo radiosity! Before that all you could see was noise, and once it'd gone too far I couldn't be bothered to start it over hehe Yeah I think I'll knock back the reflection channel noise a little

Otherwise thanks for the compliments!
Bake the radiosity solution. There's a few other tricks I can show you as well

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Old 11-27-2006, 04:00 AM   #167 (permalink)
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Plus it seems that texture is in the diffuse slot (unless I'm mistaken?) I think if it's just a specular map, it would be just about right.
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Old 11-27-2006, 10:06 AM   #168 (permalink)
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The textures you can see are in the diffuse and reflection channel - they are in the specular chanel, but since specular are 'fake' highlights, and they need actual lights to work, you can't see anything, that is on the interior. On the exterior, the surfaces also have specular maps, but again, because there is only 1 actual real light, because all but the sun-light is from the environment image (See attached) they don't show any 'specularity' because specularity only responds lights in the scene, not image based lighting from radiosity.

Please do share any tricks to speed it up Matt! However, the way I have been working on this is 1 quadrant of it (1 interior layer and one exterior), then exporting it all to a seperate model, mirroring it in the X and Z and cloning it for test-rendering, which was a bit timetaking! I've finished the main clone object now so I could bake in a map, but I didn't want to till I had finished. I am not sure if baked maps, for the station, could be prohibitive in memory, with the number of polies overall. While for the segment I am working on it'd be fine, once the whole object was loaded I would need like 16 gig of ram or something LOL. I did consider baking vertices, but that's not always satisfactory
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Old 11-27-2006, 11:03 AM   #169 (permalink)
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Man this just Looks awesome, I wish you would show us the whole station.

Yar I know, not until it finished, but a block can wish!

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Old 11-27-2006, 11:14 AM   #170 (permalink)
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Quote:
Originally Posted by tobian View Post
The textures you can see are in the diffuse and reflection channel - they are in the specular chanel, but since specular are 'fake' highlights, and they need actual lights to work, you can't see anything, that is on the interior. On the exterior, the surfaces also have specular maps, but again, because there is only 1 actual real light, because all but the sun-light is from the environment image (See attached) they don't show any 'specularity' because specularity only responds lights in the scene, not image based lighting from radiosity.

Please do share any tricks to speed it up Matt! However, the way I have been working on this is 1 quadrant of it (1 interior layer and one exterior), then exporting it all to a seperate model, mirroring it in the X and Z and cloning it for test-rendering, which was a bit timetaking! I've finished the main clone object now so I could bake in a map, but I didn't want to till I had finished. I am not sure if baked maps, for the station, could be prohibitive in memory, with the number of polies overall. While for the segment I am working on it'd be fine, once the whole object was loaded I would need like 16 gig of ram or something LOL. I did consider baking vertices, but that's not always satisfactory
There are various ways around all of it, mate. That is, without resorting to LW9_64.

We'll talk about it elsewhere.

M.

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