Dribble tests and renders

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Dribble tests and renders // Roundtable

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Post by Steinie // Nov 29, 2007, 2:12pm

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Splinters, did you miss this post?:)

http://forums1.caligari.com/truespace/showpost.php?p=53892&postcount=1

Post by jayr // Nov 29, 2007, 2:13pm

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Splinters, did you miss this post?:)

http://forums1.caligari.com/truespace/showpost.php?p=53892&postcount=1


i don't think splinters misses anything Dribble related :)

Post by splinters // Nov 29, 2007, 2:18pm

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I have been so busy lately I read that post Steinie but all of it did not register.


Maybe it is the line where Simon said that some of those features might not make it to 1.03.


Hope this does but fur is top of my Xmas list..and it very nearly is my birthday too...:D

Post by SiW // Nov 29, 2007, 2:35pm

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do you mean the outline will look better rendered to a seperate layer (psd?) or something like that?


The outline is rendered to a separate file. I think I could probably rig something up to automatically composite it with the scene if necessary, we'll see how it goes.

Post by SiW // Nov 29, 2007, 2:39pm

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PSD layers as per 7.5 with the ability to render out different channels, lights etc.?


This one, with separate channels for diffuse, specular, etc. You'll be able to go out to separate files for each layer or to a PSD. I'll post an example later (I'm VNCing in to my machine at the moment, can't really do anything)


I won't be matching the tS/Lightworks functionality on this first release, with different lights and masks etc. but you also don't have to render multiple passes, it all goes out at once.

Post by Jack Edwards // Nov 29, 2007, 7:49pm

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Don't forget depth mask layer while you're at it... :D

Post by SiW // Nov 30, 2007, 8:55am

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Don't forget depth mask layer while you're at it... :D


But of course. RenderMan/3Delight actually supports arbritrary output variables, so in theory you could dump out anything..

Post by transient // Nov 30, 2007, 3:31pm

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Is there any chance rendering to layers will support Gimp? Lightworks was disappointing in this regard.

Photoshop is far too expensive for me at the moment.

Post by Jack Edwards // Nov 30, 2007, 3:47pm

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Good idea Transient! I'd definitely be for xcf format for layered output. Dumping to png or tiff is fine too, but xcf is definitely nicer for quick compositing. ;)

Post by Matski007 // Nov 30, 2007, 4:16pm

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lol *splutter* you mean people pay for software like photoshop? blimey, as a poor student it was hard for me to pay for TS but I did cos i believe in it so much, but if im honest, TS and Dribble are some of the few apps I have paid for, PS is unaffordable to the masses, however i think these companies expect a certain level of piracy and are not always particularly bothered. Businesses purchase software such as PS (and even Windows). If this post offends anyone then im sorry. But i think it isnt fair that companies charge so much, u should be able to get single user licenses for non commercial use that are afordable.


Also an irrelevent posting so ill be more relevents.


Great work on Dribble! unfortunatly it proves to be almost unusable on my system perhaps cos of Vista or perhaps my scenes are very complicated and use lots of various materials, or maybe cos im stupid and need to format my pc and start over

Post by Jack Edwards // Nov 30, 2007, 4:43pm

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Matski, what kind of errors are you getting? Crashes, slow rendering?

Post by SiW // Nov 30, 2007, 8:28pm

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Yeah, let me know (either here or via email) what the problems are, then I can try and fix them. I also would advise against listing the software you use and then say you only paid for some of it.. :)

Post by SiW // Nov 30, 2007, 8:37pm

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Does Lightworks' PSD output not work correctly in the GIMP or something? I'm actually seeing a problem with 3Delight's PSD output, it works fine but leaves the layers locked, at least in CS2 and 3.

Post by Jack Edwards // Dec 1, 2007, 12:46am

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Yeah for me Lightworks PSD import into GIMP with colors hue shifted 180 degrees and the blend method it uses is not available in GIMP. It still "works", but it's a bit of a pain.

Post by transient // Dec 1, 2007, 1:54am

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How do you fix the hue shift in Gimp? That's been bothering me the most.


The light layers work fine, you just have to remember that Gimp calls "Linear Dodge" "Addition".

Post by splinters // Dec 1, 2007, 4:04am

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Well, I don't recall changing any settings between these renders. First one is from 3Delight 6.5 while the second is same scene loaded and with 3Delight 7. Not sure if it Simon's shaders that changed but the effect of SSS is more subtle in the later version.

Post by splinters // Dec 1, 2007, 4:18am

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Seems to have made the SSS effect more translucent as well...:rolleyes:

Post by SiW // Dec 1, 2007, 6:15am

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Well the SSS shader hasn't changed, but I do know there are SSS changes in 7.0 - it should be faster to precalc, for one thing.


My tests so far with GI enabled haven't had any hang either. Any further findings would be appreciated.

Post by jamesmc // Dec 1, 2007, 6:35am

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GimpShop, based on Gimp is free. There is even an option to make the quick keys in GimpShop the same as PhotoShop. No need to go broke and buy PhotoShop - get GimpShop. :d


Now, back to your regularly scheduled Dribble tests and renders. :)

Post by Jack Edwards // Dec 1, 2007, 10:01am

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Hi Transient,

To fix the hue shift, open up the Hue/Saturation panel and set the Hue to 180 (type it in or drag the slider all the way to one side).

I think the new SDS looks more like SDS. ;) So I'd say it's a significant improvement. You're examples look a bit more reflective though... did you change the reflectivity settings?

Post by splinters // Dec 1, 2007, 10:08am

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Agreed Jack, new SDS seems better (more realistic) but I now need to go back and tweak the settings again for the right effect...:o


Certainly seems to be some speed increase here. I tried GI with another scene and no freeze.


Damn, I hate vista, if nothing renders immediately it does that 'program has stopped working' thing although usually it goes after a while.


I will keep testing and then I will upload some of these to the Dribble Library thread...:D

Post by Jack Edwards // Dec 1, 2007, 10:37am

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Gonna be hard to decide between dribble and VRay for my MMC project. :)

Post by transient // Dec 1, 2007, 2:25pm

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To fix the hue shift, open up the Hue/Saturation panel and set the Hue to 180 (type it in or drag the slider all the way to one side).


That's an amazingly easy fix, thanks.:)

Post by Jack Edwards // Dec 1, 2007, 7:25pm

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Glad I could help, Transient :)

Post by Burnart // Dec 2, 2007, 2:01pm

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I'll wait til the update of dribble before going to 3Delight 7. Couple of questions for those who have done it - 1) are there any difficulties re. the 64bit vs 32bit? (currently I'm using 32bit) - 2) do you have to go through the whole relincensing thing again or does the 6.5 license keep going?

Post by Jack Edwards // Dec 2, 2007, 5:42pm

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The 64bit version of 3Delight will not interface with dribble. It will crash on opening the plugin.

Post by SiW // Dec 2, 2007, 5:47pm

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Yes, at this point system architecture dictates that the 32-bit version of 3Delight be installed. In *theory* it should be possible to install the 64-bit version and just have the 32-bit 3Delight.dll in the trueSpace directory, but it's not a configuration I can support.


There are no license issues with moving to 7.0.0 that I saw.

Post by splinters // Dec 2, 2007, 10:22pm

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I just installed version 7 over the 6.5 install. No problems at all but remember to copy Simon's updated shaders over too.

Post by Burnart // Dec 6, 2007, 3:43pm

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Another experiment with displacement mapping. The corners are a bit problematic on the brick shapes - I've had to round them over otherwise they end up looking like there is a groove cut into the corners edge. Probably need to tighten it up the curve further if possible.


The poles on the doorway piece have a profile of 6 edges only - dribble does some serious smoothing. I like it but you have to set the edge angle in the materials parameter at much lower levels than standard LW renders otherwise shapes such as the angled-inwards section where the pole meets the square post looks rounded / hemispherical.

Post by SiW // Dec 7, 2007, 10:08am

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I like it, and good tips on the smoothing angle.
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