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My first attempt at creating (and finishing) a house using only TS
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My first attempt at creating (and finishing) a house using only TS // Work in Progress
Post by kena // Aug 3, 2008, 4:40pm
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kena
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I would raise the specularity of the walls. That would make it be brighter. |
Post by trueSpaced // Aug 3, 2008, 4:44pm
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trueSpaced
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Thanks Kena :)
I'll do that tomorrow.. It's getting a little late and I'm heading off to bed :D
-TrueSpaced:banana: |
Post by Jack Edwards // Aug 3, 2008, 4:53pm
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Jack Edwards
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The reason that rooms are brighter around noon is because of bounced light off the ground and surrounding environment. So you'd need land, GI, and an environment to reflect. |
Post by trueSpaced // Aug 3, 2008, 5:06pm
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trueSpaced
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The ground in this case is the mountain and I'm not sure what GI is; and what do you mean by environment?
Thanks JE :)
-TrueSpaced:banana: |
Post by trueSpaced // Aug 3, 2008, 5:08pm
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trueSpaced
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IMPORTANT UPDATE:
THIS IS NOW A WIP THREAD FOR THE MMC CHALLENGE OF AUGUST; SUBJECT: CASTLE :D
Even if I don't have to, I'll submit it two days early since I started two days before everyone else; it's only fair :) (If I finish it that is... :))
-TrueSpaced:banana: |
Post by kena // Aug 3, 2008, 5:19pm
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kena
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GI is Global Illumination. a V-ray or Lightwave thing. At least I THINK Lightwave has it. V-ray does have it. If you have V-ray, then it will have it available. Most real-time shaders will render in V-ray with only a little tweeking.
Just a thought... with transparent shadows turned on, you may want to make sure that your windows are only a single plane instead of cubes. |
Post by Jack Edwards // Aug 3, 2008, 5:28pm
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Jack Edwards
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The Lightworks version of GI is called Radiosity. VRay's is much superior. ;)
HDRI or IBL is the usual way to fake the environment and produces good results. |
Post by kena // Aug 3, 2008, 9:28pm
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kena
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:D for those who will ask the question:
HDRI: High Dynamic Range Image
IBL: Image Based Lighting |
Post by Jack Edwards // Aug 3, 2008, 9:42pm
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Jack Edwards
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LOL thanks Kena. :D |
Post by TomG // Aug 4, 2008, 4:43am
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TomG
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Light in the real world bounces off walls, ceilings, floors, objects, etc. In regular raytracing, this does not happen. The result - light through a window casts nothing but a sharp rectangle of light on the floor and the rest of the room is dark.
The fast and simple approach is to use non-shadow casting lights either inside or outside the room to simulate the light than bounces around. Ambient or omni or infinite lights are good for this. Getting it to look good is tricky though.
Next with Lightworks you can use Radiosity, which will calculate how light bounces from one object to another. It's slow, and takes a lot of work in the settings to get it looking good.
With Virtualight (and with optional V-Ray) you can use GI, or Global Illumination. This also calculates how light bounces around (but does a better job than radiosity). With V-Ray, it is also surprisingly easy to use and get good results. You may still need to add some extra non-shadow casting lights here and there. You can speed things up by doing things like calculating GI without the glass in the windows and saving the light map (to remove the transmission calcualtion from the process), then putting it back in for the final render, loading the saved light map. Be sure to read on loading and saving light maps as it is useful for speeding renders.
Lighting an interior room with light solely through a window is perhaps one of the trickiest lighting things to achieve in a render, btw, so you have set yourself a difficult challenge there :)
HTH!
Tom |
Post by trueSpaced // Aug 4, 2008, 5:06am
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trueSpaced
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Thank you everyone for the responses, they're going to help me out I'm sure :)
I don't own VRay, and Lightworks... Is that something seperate or something that comes with TS 7.6? I don't have any seperate render engines other than what TS 7.6 comes with.
I have seen the render as radiosity, and I've only clicked on it once on my school computer and the computer crashed lol. So I'm hoping that won't happen here.... :)
And Kena, thanks for extending the abbreviations for me lol :D Those are only in VRay, though aren't they? The IBL and HDRI?
I'll play around with it and see what I can come up with :)
Thanks again everyone
-TrueSpaced:banana: |
Post by rjeff // Aug 4, 2008, 5:09am
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rjeff
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Lightworks is the render engine that comes with TS. You could opt for a cheaper engine in Dribble. It does alot of what V-Ray does at a fraction of the cost..like 10% of the cost. |
Post by kena // Aug 4, 2008, 5:12am
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kena
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Lightworks is in the Model side of TS (the 6.6 engine) and comes with the program.
EDIT Rjeff and I posted at the same time ;) |
Post by trueSpaced // Aug 4, 2008, 5:14am
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trueSpaced
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Lol mkay thanks :)
One more question... How do you render as radiosity? Because when I clicked on what I thought was it, I got an error message and it deleted my living room, so I'm pretty sure that wasn't it lol
-TrueSpaced:banana: |
Post by kena // Aug 4, 2008, 5:18am
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kena
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Chapter 2 page 22 should get you started. Lots of good info there. |
Post by TomG // Aug 4, 2008, 5:54am
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TomG
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Lightworks is in your install of tS7.6. It's the default render engine on the Model side. It includes IBL and HDRI.
The manual reference on radiosity should be all you need, though radiosity is pretty tricky to use, and slow. You may be better off faking the result :)
HTH!
Tom |
Post by trueSpaced // Aug 4, 2008, 5:55am
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trueSpaced
Total Posts: 544
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Thanks guys :)
I think I'm going to agree with Tom here and fake the result lol :)
-TrueSpaced:banana: |
Post by Nez // Aug 4, 2008, 6:14am
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Nez
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A good idea... !
I've never got a result I was happy with using the radiosity mode - I'm sure it can be done, but I haven't had the patience.
You can do fairly well with IBLs and other carefully positioned lights. As I'm only using an older version, I don't have HDRI but that may help too. It's always a bit of a struggle lighting these things but you'll constantly improve!
TS7.6 also includes VirtuaLight which I know nothing about on the modelside, so you could try that. Or you might be able to export to Kerky which is free and can do GI type lighting more like VRay - I've not tried it but I believe it is capable of some good results (if you look for posts by 'Rayman' you'll find some more info). |
Post by RAYMAN // Aug 4, 2008, 8:05am
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RAYMAN
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Yes ! Me what ? I´m here !
Truespaced ! Thats a pretty demanding setup that you made for lighting !
If you realy want to try Kerkythea well its simple to use !
Open a folder and export every object that you have one by one into that folder (3ds format or obj. with luuv)!
Open the free Kerky and with open and merge function you bring in
every object one by one !Ad your materials in the stack (right click)(note there are dozens of good materials at the site so download what you need first)and ad a physicalsky that is under settings - sun and sky ! Adjust your sun to the position you want (time of day and country)then to next sky type physical sky and then quote with finish !
Under the render tab go to start set to current view or chose a camera you have inserted ! Under settings use no. 20 !Metropolis light transport (bpt)
and under threads chose the amount of cores your processor has and
under network chose no network ! the tick should be render in background so you can do other things with your puter while rendering too !And now hit OK and your render should start !
note that mlt takes a long time to render and you can always stop when your satisfied with the quality but i think for your project an unbiased render method like Mlt is the only good way to go !
Heres the getting started manual its very good and short !
http://www.kerkythea.net/joomla/index.php?option=com_remository&Itemid=42&func=fileinfo&id=89
HTH !
Peter |
Post by trueSpaced // Aug 4, 2008, 1:56pm
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trueSpaced
Total Posts: 544
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I feel really bad saying this, but I can't download any extra programs onto this computer (parents)... :( One of the main reasons I'm doing this with 100% TS 7.6. I'm really sorry Rayman and Nez.. Thank you for the posts though!! :D
I've messed around briefly with IBLs and HDRI and can't get it to look good... I'll mess around with them some more though...
Thank you everyone for your help and support! :D
-TrueSpaced:banana: |
Post by noko // Aug 4, 2008, 2:16pm
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noko
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To get familar with HDRI you can review the HDRI course, while made in version 7.0 era it is still applicable since it was done mostly on the model side with Lightworks. There are several options using HDRI for lighting the interior of a room which is covered in the course.
Some of the main items to get good lighting in an interior of a building using Lightworks HDRI is to turn off (selectively) parts of the building shadowing. You can do this with modeler object Info where you can turn off the objects ability to cast shadows. For example the roof and maybe one wall. This will allow HDRI lighting to penetrate and light your scene. The other option is to turn off HDRI shadow casting just for the lighting effect from HDRI, this will also allow HDRI lighting to penetrate the walls and light your scene. With the later, to get shadows, you will need to use regular lights to cast shadows. The course tells you how to make shadow casting lights which do not cast any lights. Some of these lighting techniques are rather advance but you are really picking this up quick and moving ahead.
Great job so far! :jumpy: |
Post by trueSpaced // Aug 4, 2008, 3:19pm
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trueSpaced
Total Posts: 544
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Ugh... I can't download .RAR files, and I can't download programs that read .RAR files... :( This is becoming frustrating....
Thank you all for your suggestions though, I really wish I could actually do what you suggest though lol
I'll play around with HDRI; it seems more promising than IBLs (which completely screw up the scene no matter what I do).
-TrueSpaced:banana: |
Post by trueSpaced // Aug 4, 2008, 3:26pm
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trueSpaced
Total Posts: 544
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One question about HDRI.... How do you make the pics non-pixelated? Whenever I put a picture in there it always comes out pixelated...
Thanks in advance
-TrueSpaced:banana: |
Post by trueSpaced // Aug 4, 2008, 4:01pm
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trueSpaced
Total Posts: 544
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I know what you're thinking... "AHHH!! ORANGE!!" :p Lol this is the best I could do with the lighting (I'll change the color later so my house doesn't look like it's made out of mango popsicles). I didn't use HDRI or IBL, I took Tom's advice and "faked it". I took a premade TS lighting thing on the Workspace side called "Morning" and modified it so that it looks like this :D Tell me what you guys think (assume it's more of an off-white than an orange lol) :D
Oh, and I forgot to texture the floor in the entryway the same as I did in the living room, so that's why that's grey... And I think that's about all there is to say! :D
Thanks for the help and hope you like :)
-TrueSpaced:banana: |
Post by kena // Aug 4, 2008, 9:34pm
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kena
Total Posts: 2321
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Looks like you are getting the hang of it now! I would try putting some sort of variety to the paint on the walls and maybe carpet or something on the floors. You could do a stone floor with area rugs, or maybe a hardwood. |
Post by noko // Aug 4, 2008, 9:48pm
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noko
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Using regular lights can do the trick just fine so it is coming along and I like how you are making step after step. |
Post by trueSpaced // Aug 5, 2008, 3:57am
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trueSpaced
Total Posts: 544
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Thanks guys, and Kena, I will add some flooring and change the color etc. etc. more than likely after I finish the design of the house (I've been stuck on the lighting which I probably should have saved for the end too lol). Or maybe I'll finish up the living room and entryway so that if the rest isn't finished for the MMC, I'll still have something to show other than a house of ice cream:D
-TrueSpaced:banana: |
Post by kena // Aug 5, 2008, 4:43am
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kena
Total Posts: 2321
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Well... some great modelers like to do the lighting first. Some do it while building and some do it after.
I'm not a great modeler, but I prefer to do my lighting as I go along. as my scene builds up, I find that what I have needs adjusting. and sometimes changing a light will give me good ideas on what to put next. Texturing usually comes toward the end. I tried to texture when it was all done, but I found that when I textured some things, it meant that I needed to change other things. Or the lighting! |
Post by trueSpaced // Aug 5, 2008, 4:50am
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trueSpaced
Total Posts: 544
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Lol I know exactly how that is Kena! :p That happens to me all of the time where if I change the texture, the lighting looks off, but if I change the lighting the textures are off lol. I'll figure it all out :)
Btw, I fixed the orangeness; it's not as orange now as it was, and I think it looks a lot better. TrueSpace completely crashed for the first time (every other time it was only Workspace that crashed) during this project when I was testing out some floor textures (not finding any worth keeping), so I'm not sure how much more my computer can take lol. The object library will be my best friend while I model, and my computer my worst enemy when it's time to render :p
-TrueSpaced:banana: |
Post by trueSpaced // Aug 5, 2008, 6:31am
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trueSpaced
Total Posts: 544
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Okay, so here's a chair I've designed for the living room... I'm planning on designing a sofa to be a similar style. What do you guys think?
-TrueSpaced:banana: |
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