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| 3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions. |
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| | #101 (permalink) |
| SFM Guru Realname: Keith Bell Join Date: Nov 2007 Location: Victoria, BC, Canada Age: 41
Posts: 288
| sorceress21, I was using the standard setup that came with it. So I vastly increased the settings - huge amount compared to the standard and things have started to get better. Still no glow for the engines but at least I have colour. But that is another problem. The materials imported from SU are shown and include the same name that they appear in SU but there is actually no colour. So all the colour you see I assigned in Kerk. I must be doing something wrong in the export process ![]() ![]() I'm getting tired so I'm off to bed. I'll fiddle around with the setting more when I get up ![]() Thanks for the help so far! |
| Veni Vidi Visa Last edited by cavebear; 04-29-2008 at 02:02 AM. Reason: deleted pics - ran out of space | |
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| | #103 (permalink) | |
| SFM Guru Realname: Keith Bell Join Date: Nov 2007 Location: Victoria, BC, Canada Age: 41
Posts: 288
| Quote:
![]() sorceress21, With the ship exporting , for the most part correctly, what do you do to get things like your landing light strips to light up? | |
| Veni Vidi Visa | ||
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| | #104 (permalink) |
| All Sketched Up!!! | Right click on the material you want to light up and open it for editing. Then right click on the word Radiance under the Self-Luminance box, then selct "Assign color", pick a color on the wheel, then click accept. You can now adjust the power of the self luminance. You can end up getting some pretty cool results: Here is a preview of a top-secret project that shows just how cool SU with Kerk can be ( I never let the anti-aliasing finish here cause it was taking hours so there is some raggedness to the edges but here is a cockpit panel lit at night: |
| "Kinfewrench! Convenient and safe for elves! In stores now..." Current WIP: Aracuda Class Spec Ops Cutter Background plate for my current WIP by Imperious Designs..Please check out his beautiful piece in it's original splendor: A Child's Question Last edited by sorceress21; 07-07-2008 at 05:46 PM. | |
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| | #105 (permalink) |
| SFM Guru Realname: Keith Bell Join Date: Nov 2007 Location: Victoria, BC, Canada Age: 41
Posts: 288
| Thanks sorceress21 I'll be trying that out tomorrow. But for now I spent 5 hours rendering a new pic and put it in the very first post of the thread then deleted all old pics up to message 66 I believe. Was running out of file space!![]() |
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| | #106 (permalink) |
| SFM Guru Join Date: May 2006 Location: Essex, UK Age: 31
Posts: 667
| What's this new big ship then eh? I would have thought the next model for you to build was a smaller shuttle either to dock with the hospital ship or the Iron Sun. Once you get a small ship, see, you can really get a sense of scale for all the other models. Looks like you're having fun trying this new process but really, if it's taking 5 hours to render something with... How many poly's is your hospital ship? It shouldn't be taking 5 hours to render, I know that much!! |
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| | #107 (permalink) | |
| SFM Oracle Realname: Carl Join Date: May 2006 Location: Ont,Canada Age: 26
Posts: 5,730
| Quote:
my suggestion then is whenever possible... use omni's spots or projector lights. | |
| - Ozy - A proud supporter of 3DScifi.com and SciFiers Anonymous Current WIP: My site (Notepad :D ) Old Stuff: Gallery pics and wips...(Wings3D, Kerkythea & Bryce) | ||
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| | #108 (permalink) |
| SFM Obsessed | To be honest cavebear using Self-Lumience Materials is a bad move because they act like Area lights and often multiple render times between 4-32 times the normal render time. Because each face acts like 1-32 different lights (depending on render type) so when you have 4 panels that have 8 sides each and since Kerky trigulates each face you could have 48-1,500 lights being calculated in the scene in addition to whatever other lights you've placed in the scene. Not something to worry about if you've got a render farm. You can still use SLM's but use them smartly or they'll burn you. I would've suggested that you use an Ambient and Diaeletric Contant shader but since Kerky is a Physical Renderer it doesn't allow that "cheat" to be used. |
| Sometimes the worst opponent is the one closest, yet ignorant of the truth. | |
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| | #109 (permalink) |
| SFM Guru Realname: Keith Bell Join Date: Nov 2007 Location: Victoria, BC, Canada Age: 41
Posts: 288
| Dannage and Ozylot, Thanks for the comments The render was done in TurboSketch not in Kerkythea though. The reason for the length of time was having 4 ships in the pic and the hospital ships lights. chrono, I didn't know that about using Self-Lumience Materials But I did try it out in my Iron Sun Carrier for the main engines (just a quick render, didn't save it) and it looked really good.My biggest problem right now involves transparent materials. Just the colour of the transparent material is being exported but not the transparentcy itself. It comes out as a solid colour. |
| Veni Vidi Visa | |
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| | #110 (permalink) |
| SFM Oracle Realname: Carl Join Date: May 2006 Location: Ont,Canada Age: 26
Posts: 5,730
| Try setting a refraction color and use an Index of Refraction of 1.0 That should make something have transparency. The alternative is to use the 'thin glass' or 'glass' materials that come packed with Kerky. |
| - Ozy - A proud supporter of 3DScifi.com and SciFiers Anonymous Current WIP: My site (Notepad :D ) Old Stuff: Gallery pics and wips...(Wings3D, Kerkythea & Bryce) | |
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