A Scene

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A Scene // Work in Progress

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Post by Revan5743 // Nov 19, 2006, 7:30am

Revan5743
Total Posts: 14
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I'm new to the forums and I wanted to post something I made....


Suggestions and Ideas would be appreciated.

Post by hemulin // Nov 19, 2006, 8:16am

hemulin
Total Posts: 1058
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Not bad at all.......you could do with mooth quad dividing the clock. You could also try a bit of volumetric lighting to create a more atmospheric scene.


Version of tS would be useful too (from the image i am guessing 6.6 - but i may be wrong)

Post by GraySho // Nov 19, 2006, 9:47am

GraySho
Total Posts: 695
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It looks like there are gaps on the back wall. Volumetrics are foreground shaders, there's simple and advanced volumetrics. Lights have to have volumetrics activated as well to make it work. For details check the manual, would take too long to explain everything ;)


I'd also brighten up the room a bit. Take a closer look at the clock dials, they need some tweaking ;)

Post by spacekdet // Nov 19, 2006, 11:29am

spacekdet
Total Posts: 1360
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This may help you. (http://www.stansight.com/3Dvolumetrics.html#)
For some reason Firefox doesn't display this page correctly so use IE for viewing it. ( at least for me, your mileage may vary)

Post by brianalldridge // Nov 19, 2006, 5:17pm

brianalldridge
Total Posts: 397
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I would suggest a little bit of shine on the edge of the bowl.

Post by Alien // Nov 19, 2006, 6:04pm

Alien
Total Posts: 1231
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The clock still needs to be smooth quad subdivided, as per Hemulin's suggestion. You can still see the individual edges of its frame/border [the black bit].

Post by brianalldridge // Nov 19, 2006, 6:25pm

brianalldridge
Total Posts: 397
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Yep, shiny enough for me anyhow, how about a little more pronounced bump map on the floor and some gold bands on the chopsticks (I some at a sushi resteraunt and thought they looked cool :p)

Post by GraySho // Nov 19, 2006, 9:53pm

GraySho
Total Posts: 695
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About the clock: it's neither 5 past 5, nor 5 past 6, the small dial is facing towards close 6, so the big dial should be around 10,11. Unless this clock goes counterclockwise in a weired way :D


btw, I see some improvements, but I wonder what's causing the strange shadows on the left wall. And I'd like to see the nice and warm main light again, gave it a nice touch ;)

Post by Methusela // Nov 20, 2006, 12:47am

Methusela
Total Posts: 414
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Cool image! Is the Revan from your username the same as the one from Knights of the Old Republic?

Post by daybe // Nov 20, 2006, 2:47am

daybe
Total Posts: 562
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Looks better, the strange shadows are caused by shadow maps, I have run into to this before, if you have used a plane for the wall and the shadow map sharpness numbers are set to high this happens. To fix it either lower the number to say 2.9 for the shadows or use a cube. Another way is to turn off recieve shadows for planes.

HTH

Post by Methusela // Nov 20, 2006, 5:12am

Methusela
Total Posts: 414
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Tremendous game, if you have Knights II though, I'd recommend following this site:


www.team-gizka.org


They're 'fixing' the game because the game ran out of funding and was never really finished.


As for the image, I'd say maybe lighten it up a little. Also, is the bowl supposed to be clay or plastic?

Post by spacekdet // Nov 20, 2006, 6:15am

spacekdet
Total Posts: 1360
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Bring back the orange/warm- the first pic had a good 'golden hour' look to the lighting (warm and level, like the setting sun was streaming in the window.)
If you have attenuation levels set for the volumetrics try reducing or zeroing them.
One of the tricks to volumetrics is to have the camera at 90 degrees to the direction of the light. Having something dark for the rays to show up against helps too.

Post by GraySho // Nov 20, 2006, 6:19am

GraySho
Total Posts: 695
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I think the problem with the orange lines in the first picture might have been the result of low shadowmap resolution. Increase the map size to at least 512, or better 1024. So no need to worry about nice and warm lighting ;)

Post by 3dpdk // Nov 21, 2006, 1:00am

3dpdk
Total Posts: 212
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Here's where you turn on volumetrics in 6.6. Advanced Volumetrics works with nearly all the available lights.
The manual is pretty helpful on explaining the settings for each Advanced and Simple Volumetrics.

Simple Volumetrics will only work with spot lights and I THINK local lights if they are set to shadow "Map" mode.

The bottle is casting a huge shadow and gives the whole image a sort of surrealistic look (especially with the clock being 3 and a half minutes after a little before 6 ... I used to have a clock like that ... ran backwards!)

I liked the original sunshine image and you will find in reality that when the light source is over your shoulder (as in your image), you will not see much volumetrics (dust) anyway.

Post by Weevil // Nov 21, 2006, 2:08am

Weevil
Total Posts: 534
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Doesn't that rendering time normally go on forever?

Post by Steinie // Nov 21, 2006, 2:30am

Steinie
Total Posts: 3667
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I kinda like the new look but the bottle and cup bother me. They look 2d to me. You also still have the wrong time on the clock like GraySho mentioned. (the hour hand has to be on the Six with the time your showing).
If this is a lighting study then your on the right track. If this project is for a nice rendering then I would get your models straight first and then perfect your lighting.
The first rendering was interesting because of the window lighting from the rear (and shadows). Nothing preventing you from doing both!

Post by brianalldridge // Nov 26, 2006, 2:26pm

brianalldridge
Total Posts: 397
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Anyone have any idea to fix the cup and bottle?Hrrmm, try adding a dirt map to the bottle and chipping the edges of the cup?
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