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

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Old 11-06-2007, 12:52 AM   #621 (permalink)
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Yeah I decided to go with a rectangular opening because it's a complex intersection, and down a ramp a little hehe. I think I'll put some little lights either side of the door too, more lights are always good, electricity bill notwithstanding
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Old 11-06-2007, 01:02 AM   #622 (permalink)
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Man you're all replying too fast hehe

Thanks guys, and I was getting out, hence I could leave my computer running hehe

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Old 11-06-2007, 10:03 AM   #623 (permalink)
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Nice lighting! I'm not entirely sure about the actual settings since I'm a max/vray user but you can should be able to get rid of the grain by increasing the subdivisions and/or rays for the GI, it'll increase render times but since you're baking, all it needs is a good long bake and you're done

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Old 11-06-2007, 10:15 AM   #624 (permalink)
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This is sweet work man.

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Old 11-06-2007, 10:18 AM   #625 (permalink)
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It looks so real I am actually pissed off I cant really walk in that corridor.

Amazing work.

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Old 11-06-2007, 10:24 AM   #626 (permalink)
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What are these settings of which you speak. Fprime has like 3 options It basically does it in passes, which you can do progressively (I can go back and do some more baking if I want to, it's cool stuff!) But since this scene is basically lit by the panels luminosity, and radiosity, there aren't any light and render settings to fiddle with.. I just have to wait and wait and wait and...

I'm pretty sure max/Vray works in a different way in this case though.

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Old 11-06-2007, 10:35 AM   #627 (permalink)
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Well... actually vray works in almost exactly the same way The rays/subdivisions I speak of are usually not settings of the lights of light materials themselves but settings of the GI engine itself. They're just settings on how the render engine calculates the light emitted by any material or light, the more rays and/or subdivisions you have, the more accurate the radiosity and bounces will be calculated.

But again, since I'm a max user I have now idea how detailed you can set up a render in Lightwave

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Old 11-06-2007, 10:58 AM   #628 (permalink)
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Well most rendering engines work in basically the same way but how you configure them is wildly different. In these scenes I used a recursion of 4 (8 in the cecond one because you can see through several windows hehe) - which I believe is ray-depth in max. I have the radiosity bounces set to 2, and the reflection blur quality set to 2 (and it's normally 8) and it's still slow because it's a lot of work for it to do hehe. The noise is caused by stochastic sampling, which if you allow it to take enough samples (passes) it will smooth up, but that takes more time! Using Lightwave's internal renderer is different again, but in this case, faster at radiosity but WAY slower at rendering the frame, because of all the reflection blur, or I would have used that - Darn So basically the number of rays/subdivisions etc, IS the number of samples taken per pass, per pixel.

In this instance Vray would probably perform faster but that's to do with the way it calculates reflection blur, but that's a complex subject to go into

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Old 11-06-2007, 11:26 AM   #629 (permalink)
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Yeah I know I did think that when I was modelling on them, and nothing I was doing was making them look less boob-like haha Incidentally you can't make it out but they have little red valve wheels on the end so you can twist em

Cheers for the nice comment guys and the scuffmarks err.. that's because.. Crewman Bob had too much Guinness that week If you want me to explain that.. I won't

Seriously they are caused by a repeating map on "main-hull-panels3" surface which repeats a little sometimes, and yes sometimes comes on a little strong, but it's because I can't be hassled to make custom maps for every surface, and save me some time
So they aren't grass stains from a little space station hanky panky LOL Amazing modeling I love it.

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Old 11-06-2007, 11:57 AM   #630 (permalink)
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Haha not on the exterior no

Cheers, glad you liked it

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