3dfrog's Dribble Fun

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3dfrog's Dribble Fun // Work in Progress

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Post by 3dfrog // Sep 30, 2007, 6:09am

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Hi


I am addicted to playing with dribble right now. Thought I'd post my experiments here. This one is playing with the translucent plastic shader in dribble. I am trying to get a sss effect. I think it looks pretty well like a nice skin. I don't know if it looks like sss. Any suggestions?

Post by Jack Edwards // Sep 30, 2007, 6:17am

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SSS would probably be more likely to show on a model that has thin areas with a light source behind it.

Post by nowherebrain // Sep 30, 2007, 6:30am

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Possible also if you applied some sort of ears or other thin membrane...bat wings, curtains...stuff like that. I usually use a candle stick as it has thin and thick areas for experimenting....it does look as if it(your Bob) is hinting at SSS though....keep it up.

Post by 3dfrog // Sep 30, 2007, 6:47am

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Thanks for the tips. I will try on something with thick and thin areas.


Here i got rid of the graininess which made him look like he had a skin disorder.

Post by SiW // Sep 30, 2007, 7:47am

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Just about every renderer is picky about sub-surface scattering, you really need minute control over the settings. So dribble will be getting a dedicated SSS shader.


Love your tests. Have you tried depth of field yet? Easiest way to use it is with a camera with a look-at. Then enable DOF in the tS settings (should work either from the panel or from the icon) and render.

Post by 3dfrog // Sep 30, 2007, 8:34am

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Very good siw, a seperate sss shader will help.


I messed around with this translucent plastic and it doesnt do what i thought it would. The light just seems to pass through one sided polys like a plane more that a closed object. But there doesnt seem to be any variation on closed objects. Maybe I'm just approaching it wrong. I don't know much about setting up sss, so please make the shader dummy proof for people like me :).


Well, I'll wait for the shader to do more sss.

Post by 3dfrog // Sep 30, 2007, 4:50pm

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my first depth of field render, ever.

Post by Jack Edwards // Sep 30, 2007, 6:56pm

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You're getting much better at dribble 3dfrog! This is looking nice! :D

Post by 3dfrog // Oct 1, 2007, 2:18am

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Thanks jack. I never been too good with render effects and stuff. Dribble and TS is making it easier. I am having a ton of fun. I had vray for a short while but returned it, not because I didn't like it or anything, for other reasons. So I am glad dribble came out shortly afterwards to play with. I plan on getting vray again in the future as well though so I will have double the fun!


Three bananas for dribble :banana: :banana: :banana:

Post by 3dfrog // Oct 1, 2007, 3:53am

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Messing around with gi. I used one local light set pretty dim and gi irradance set to 6.5. I noticed area and sky lights make no difference in the scene, it is if they are not there at all when rendered. When I turned on enable caustics and tried to render ts crashed so I don't know what that feature does.


Anyway, I like this result. I'm not sure what exactly the gi render should look like but the bouncing light here is pretty neat. Quite a different effect than the environment light.


Edit: attached same scene with no gi for comparison.

Post by Jack Edwards // Oct 1, 2007, 3:56am

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Interesting result. :)


I'm noticing that the Workspace Area light doesn't work with Lightworks or Dribble. But if you make a model side area light it does work.

Post by 3dfrog // Oct 1, 2007, 4:25am

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Thanks Jack


I put in a model side area light to make sure I had the right one in there. Still has no affect on the scene. Do I have to do some setting?

Post by Jack Edwards // Oct 1, 2007, 6:02am

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Hmm... well I had to rotate mine to point the right way since the light created upside down. I moved it into place and deleted the old one. Here are the settings I'm using for the light:

Intensity 10
Falloff dist. 5
Shadows on
Squared falloff
Min subdiv .9
Max subdiv 1.0

I also scaled it up a bit.

checked always ray shadows
area samples = 80

Think that's it.... ;)

Here's the render from dribble:
http://www.motbc.com/ForumStuff/dribble/GI_test2.jpg

Post by 3dfrog // Oct 1, 2007, 7:43am

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Ah Thanks jack. The settings I was using in my area lights were real subtle so I saw no difference. I didn't realize there were more parameters when you right click falloff. I cranked my intensity up to 50 and set the other settings like yours and got area lights showing in the dribble renders.


Here are three renders. The first is no gi. The second is gi set to 3. The third is gi set to 6.

Post by Jack Edwards // Oct 1, 2007, 8:04am

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Glad I could help :D

Post by saulc12 // Oct 1, 2007, 11:22am

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Ah Thanks jack. The settings I was using in my area lights were real subtle so I saw no difference. I didn't realize there were more parameters when you right click falloff. I cranked my intensity up to 50 and set the other settings like yours and got area lights showing in the dribble renders.


Here are three renders. The first is no gi. The second is gi set to 3. The third is gi set to 6.


Which version of 3Delight are you using with dribble - I just got it and the version of 3 Delight I have is 6.5 but I don't seem to be able to get any GI effects, caustics or translucency effects with dribble in ts6 or 7.5 irrespective of dribble settings :-(

Post by SiW // Oct 1, 2007, 11:24am

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I don't seem to be able to get any GI effects, caustics or translucency effects with dribble in ts6 or 7.5 irrespective of dribble settings :-(


Is raytrace enabled? :)

Post by saulc12 // Oct 1, 2007, 11:39am

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Is raytrace enabled? :)

Yes raytracing is enabled and I dont get any light bounce or colour bleeding and no caustics when they are enabled.

Post by 3dfrog // Oct 1, 2007, 12:05pm

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I have the most recent 3delight on the web page, just got it the other day. I am trying to figure out gi on my own scenes now with no luck. I don't know why it works in that renderosity scene.


Edit: Do you have to have luminance on everything? :(

Post by Burnart // Oct 1, 2007, 12:48pm

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Interesting result. :)

I'm noticing that the Workspace Area light doesn't work with Lightworks or Dribble. But if you make a model side area light it does work.

I spent a couple of hours with area lights on saturday - a lot of that was rendering time. All my area lights were from the modelside and I was getting virtually nothing out of them and gave up - I'd love to see a screen capture of someones arealight settings thats getting it to work in dribble. In my experiments I tried with and without gi settings and it didn't seem to make any difference except in the render time - are there any dribble settings you need to set to get area lights working (with or without gi). Again a screen capture of settings would be useful.

edit: when did that stuff above from 3dfrog appear!! ;)

Post by Jack Edwards // Oct 1, 2007, 11:21pm

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You have to add ambient or luminance to the reflectance channel to get GI to work. Simon has mentioned changing the way this works so we'll have to see what he decides to do for the next version.


I also had to run a radiosity calculation -- no clue why that was needed, but when Simon mentioned he was using the radiosity examples to test, my guess was that might've been the difference.


-Jack.

Post by 3dfrog // Oct 2, 2007, 4:04am

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So you have to add luminance to every material? Is there a global luminance setting somewhere? Another software I use is animation master. This has gi too but it's called ambient occlusion. What it has is a setting for global ambience so everything gets ambience as high or low as you want. Then you set the global color or an image. But I don't think a global color is what we want in this kind of gi, we want everything to bounce off each other here right? I don't totally understand all this, but to have a setting for global ambience would be nice, no way am i going to go through every material in a scene and add luminance everytime i want to do a gi render.

Post by 3dfrog // Oct 2, 2007, 4:19am

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Burnart


Try the attached scene. Turn on raytracing. Try different gi settings to see it work. I find an intensity of 6 and 32 samples to be good. You'll see I had to crank the light up high. Also adaptive antialiasing is good enough for the edges.


Hope this helps.

Post by Jack Edwards // Oct 2, 2007, 4:22am

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That was my recommendation too. That Dribble have a global ambient checkbox + setting so that we don't have to go and set it for every material in the scene. ;)

Post by SiW // Oct 2, 2007, 9:59am

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The update (tomorrow) removes the need for the luminance. Oversight in my indirect light shader.

Post by splinters // Oct 2, 2007, 10:05am

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Wow, an update already...:D

Post by Jack Edwards // Oct 2, 2007, 10:06am

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Great! Thanks Simon :D

Post by Burnart // Oct 2, 2007, 2:12pm

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Burnart


Try the attached scene. Turn on raytracing. Try different gi settings to see it work. I find an intensity of 6 and 32 samples to be good. You'll see I had to crank the light up high. Also adaptive antialiasing is good enough for the edges.


Hope this helps.


Thanks 3dfrog I'll give it a go.


I just posted a separate thread about problems I've been having with dribble and gi - please respond on that thread if you have any "illuminating" ideas. ;)

Post by 3dfrog // Oct 10, 2007, 1:04pm

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A little fun with displacement.

Post by Burnart // Oct 10, 2007, 1:12pm

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Nice sample:)
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