My first tS

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Post by Nez // Feb 9, 2009, 12:27am

Nez
Total Posts: 1102
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Here's a little 3 layer jobbie that uses a pinch of Shaderlab and a dash of conductor and a smidgen of bump map.

If you're interested in the full recipe let me know and I'll put it up.

Good for Lightworks/ Model rendering.




Nice material Space - I'd certainly be interested in seeing the settings in a bit more detail. I find Shaderlab slows things down a little usually but there's certainly a lot of potential in there... HWat sort of lighting were you using with that - regular or HDR? Cheers.

Post by spacekdet // Feb 9, 2009, 6:24am

spacekdet
Total Posts: 1360
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Started making screenshots of all the settings and then smacked myself in the forehead.
So...here's an example scene with the material on a sphere.

Unzip and open it up in Model side and inspect w/ the Material Editor.
Tweak to your heart's desire!

Lighting was one of the standard setups, nothing fancy- 'Afternoon', if I remember right.

PS: Shaderlab 2.4 needed, if you don't have it already...well then, what are you waiting for? (http://www.primitiveitch.com/pub/)

18131

Post by Nez // Feb 9, 2009, 6:46am

Nez
Total Posts: 1102
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Cheers Space, much appreciated - I've only been using shaderlab 2.0 (with tS5 - had copied to my 7.6 directory), so I'd better check that site for the newer version too...

Post by LongWolf // Feb 9, 2009, 12:45pm

LongWolf
Total Posts: 62
Ok, here it is with some more tweaks.

Added some dust and stains to the table top. thx kena and v3rd3, I'm still trying to digest that chapter 6 :)

Added a woven texture to the cards, you can see what I mean about it acting oddly at some resolutions. It almost looks like bubbles here.

Used spacecadet's brass on all of the metal parts.

spacecadet, I feel a little funny saying this to a guy but it's gota be said, you've got a beautiful brASS :rolleyes:

It does do some odd things. It makes the flat backrest springs look rounded and the seat posts pick up so much of that god awful carpet that they look rusted :)

Post by spacekdet // Feb 9, 2009, 1:30pm

spacekdet
Total Posts: 1360
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It does do some odd things. It makes the flat backrest springs look rounded and the seat posts pick up so much of that god awful carpet that they look rusted :)

For the backrest springs, switch the smoothing to either 'AutoFacet' or 'Faceted' and repaint them. This will 'flatten out' the appearance.
Using 'Smooth' is great for rounded objects like the rails, not so good for flat parts.
It can be a good way to fake it if you want to save some polygons, but in this case it's not what you're after.

If it's picking up too much of the carpet, reduce the reflection parameter in the second layer.

Glad you found it useful.

18146

Post by LongWolf // Feb 9, 2009, 8:14pm

LongWolf
Total Posts: 62
Thx spacekdet, that helped.


I guess my next step is a background image.

I could make and clone some slot machines and other casino games and the walls and ceiling.


But it sounds like an HDRI image would be better.

I found a church lobby hdri that might work but haven't figured out how to use it.

Are there any tutorials for it?

Post by Nez // Feb 9, 2009, 11:46pm

Nez
Total Posts: 1102
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There's a whole video tuturial series available from the main Caligari site: follow the link on th ehome page for 'all video courses are now free' and then look under the 'Masters courses' section tab - well worth a look (but a big download!)

I'm sure it's covered in the manual too somewhere but it's been a while since I looked...

Post by LongWolf // Feb 11, 2009, 7:57pm

LongWolf
Total Posts: 62
Thx Nez,


I watched the tutorial.

It didn't answer all my Q's.


I'm guessing here, but am I going to have to resize, orient and position all the scene objects. one at a time, so they'll look right against the hdri?


Or can it be done to the hdri itself?


The tutorial seems to do it with a camera.

I added one but can't figure out how to render the scene using it.

Post by Nez // Feb 11, 2009, 11:10pm

Nez
Total Posts: 1102
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Ahh, yes, that's a bit of an issue... If I remember right, much of the tutorial is based around setting up the HDRI in workspace using a special camera object so that you could position your view against the HDRI background the way you want...

As I can't use workspace (graphics card issues) I use model-side only which means that approach doesn't work, which makes things a bit more awkward. By your materials etc I assume you're also in model-side.


One of the key points with HDRI is that the 'environment' image that is effectively surrounding your scene, like a skydome, is fixed in place - you can't move it/rotate it like you could with a skydome or IBL. This means that depending onwhat you want to appear in the background (if you want the HDRI image to be visible) you may have to rotate your 'camera' or view until you get the right backdrop (you can run low-quality test renders to figure out the correct view. You'd then need to rotate your entire scene to suit the new view, which is a bit of a hassle but not the end of the world.


The other option, which I tend to use currently for simplicity sake, is to use an HDRI for lighting but not actually showing the image, with an additional skydome or background image to provide the setting.


It's worth noting that there's a thread about the HDRI course at the 'bottom' of the forum, under Masters Series courses: the original course author is a regular forum member going by the forum name Noko, so you may be able to get more tips directly from him...
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