|
|
Return of the warehouse Mech
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
Return of the warehouse Mech // Work in Progress
Post by Délé // Jun 8, 2006, 3:50am
|
Délé
Total Posts: 1374
|
The cab looks fantastic Steve! Congrats on finishing the texturing. I'm getting really, really, anxious now to see it all together. I can't wait! :) :banana:
Oh, and big congrats on winning the monthly contest this month too! :banana: |
Post by daybe // Jun 8, 2006, 4:28am
|
daybe
Total Posts: 562
|
Good job Steve, keeps getting better. Interesting image in the gallery and Congratulations.
I think the texture on the front part of the frame where the paint has been worn away to expose the bare metal was a nice touch. This probably would also occurr where the driver would grab the frame to enter the machine but just a nit.
Cheers |
Post by Alien // Jun 8, 2006, 5:12am
|
Alien
Total Posts: 1231
|
Interesting image in the gallery and Congratulations.
It's a shame graphics cards & monitors don't cope too well with Octarine though, eh? ;) |
Post by splinters // Jun 8, 2006, 5:42am
|
splinters
Total Posts: 4148
|
Excellent work-I am most impressed as always...:D |
Post by hemulin // Jun 8, 2006, 8:39am
|
hemulin
Total Posts: 1058
|
DRUMROLL PLEASE!!!!
The drum roll is well deserved Steve; it's impressive! |
Post by parva // Jun 8, 2006, 9:28am
|
parva
Total Posts: 822
|
Madmouse you ROCKS! :)
... I keep back the banana tango for the final composition where I sure becoming blind :D |
Post by Mike // Jun 8, 2006, 5:01pm
|
Mike
Total Posts: 121
|
.
.
.
.
.
.
.
.
.
.
.
.
(speechless) |
Post by brianalldridge // Jun 8, 2006, 5:48pm
|
brianalldridge
Total Posts: 397
|
It's quite impressive, but when do we get to see the whole mech at once with textures. It definately deserves not one, not two, but THREE bananas!:banana: :banana: :banana:
P.S. another banana!:banana: |
Post by Shike // Jun 8, 2006, 9:22pm
|
Shike
Total Posts: 511
|
Completely awesome !
( ...walking away..praying to the viking gods that MadMouse computer doesn't get memoryproblems during final render ;) )
And congrats on the Gallery Win !
Nice of you to let the turtle leave your private gallery :D
BTW..let me guess... we won't see your mech for a while?
...not until the June06 gallery ;) |
Post by MadMouse // Jun 8, 2006, 10:22pm
|
MadMouse
Total Posts: 1069
|
A BIG thank you to everyone for the kind comments and congratulations on my win :)
I think the texture on the front part of the frame where the paint has been worn away to expose the bare metal was a nice touch. This probably would also occur where the driver would grab the frame to enter the machine but just a nit. You're quite correct Dave. In fact there are several places that would benefit from the same effect but I'm starting to experience memory problem because of the amount of texture maps and to add even more patinaed metal would only increase the number of maps needed so I've tried to be sparing with the effect.
It's a shame graphics cards & monitors don't cope too well with Octarine though, eh? Ah Ha another fan of Pratchett I think. Glad to know that there are fans on this forum of the master of fantasy comedy.
It's quite impressive, but when do we get to see the whole mech at once with textures. I'm hoping to have some finished renders by the end of next week.
( ...walking away..praying to the viking gods that MadMouse computer doesn't get memory problems during final render )Too late Lars, my memory problems have returned as I have increased the amount of texture maps involved. Its got to a point were I will have to render the final image in sections and composite it afterwards:mad: . Which pretty much puts pay to any thoughts of animation :(
Thanks again to everyone.....ATB
Steve. |
Post by W!ZARD // Jun 9, 2006, 12:45am
|
W!ZARD
Total Posts: 2603
|
WooHoo! The Great A'tuin wins the day! Congratulations on your monthly win Steve - and with what has always been one of my all-time favourite images of yours.
I've often thought of modelling the Discworld - but I've known you had this great picture already done better than I could do it.
Congrats also on finishing the texturing of the magnificent madmouse monster mech. You must be feeling a great sense of acheivement at the moment - enjoy it! You deserve it IMHO
:banana: :banana: :banana:
Atb
WZRD |
Post by Shike // Jun 9, 2006, 1:00am
|
Shike
Total Posts: 511
|
Too late Lars, my memory problems have returned as I have increased the amount of texture maps involved. Its got to a point were I will have to render the final image in sections and composite it afterwards:mad: . Which pretty much puts pay to any thoughts of animation
NOOOOOOOOOO ! :(
Had to look through the thread from the start to remind myself about all the advice you've already got...pfew, this is a long thread....
Ok, it's a +500k poly model....shouldn't be a problem.
You have countless texture,bump,transp maps...that you've already decreased as much as possible...
So I'm not going to suggest that again...you would probably have to use some batch program to be able to go through them all in less than a week ;)
The only thing I can think of is the lights. Are you still using shadow-maps?
Have you tried rendering with only one light that doesn't cast shadows :confused:
(if it still does...stop reading here...and look for batch program or continue section renders :o )
If it doesn't crash then, try using area-lights or IBL with raytraced shadows, which will still get you soft shadows with high enough settings.
It will slow down the render something horrible but affects the CPU more than the memory I think.
I used 15 raytrace Arealights on max setting for my Workbench scene, which I think I mentioned to you...also had problems before decreasing the textures. :(
Animation however... then the only solution would be to decrease textures to very very tiny (256x256)...probably doesn't matter since the rendersize is small and movement hides details. |
Post by MadMouse // Jun 9, 2006, 3:04am
|
MadMouse
Total Posts: 1069
|
WooHoo! The Great A'tuin wins the day! Congratulations on your monthly win Steve - and with what has always been one of my all-time favourite images of yours.Thanks Stephen, its always been a favourite of mine to and its so nice to win something:)
@Shike:- Some good sugestions there Lars. I'm reluctant to shrink the size of my texture maps as I always work to a large render size to keep the detail when printing and I've already scrimpped on the map sizes as far as I think I can. However you maybe be onto something when it comes to an anim. I hadnt really thought about the fact that I wont need such detail in a animated format so maybe the anim idea still has some hope:D
As for the lighting I'm still playing with different combinations and will put some thought into your suggestions. Thanks Mate. |
Post by Alien // Jun 9, 2006, 3:49am
|
Alien
Total Posts: 1231
|
Ah Ha another fan of Pratchett I think. Glad to know that there are fans on this forum of the master of fantasy comedy.
Yeah, though I would have thought if you wanted to do a Pratchett fanart you'd have done the Death of mice. :D
you would probably have to use some batch program to be able to go through them all in less than a week ;)
There is 1, made by Chamaeleon (http://forums1.caligari.com/truespace/member.php?u=17), which you can find more info on here (http://www.quantumchamaeleon.com/tSNet/tsnet.html). I don't know if it would solve MM's probs, but it looks like it might.
MadMouse: If you've already paid for tS7 by now I believe you can choose tSNet as your prize for winning the monthly comp, but if not the 1-machine license is only $49. |
Post by splinters // Jun 9, 2006, 4:18am
|
splinters
Total Posts: 4148
|
TSnet? No, put it towards Vray if you can-renders much faster than lightworks-might (only might though) be just what you need...;)
Some shaders are not supported in Vray yet-so be careful. The watch and wheelrim in this months gallery are Vray with a stainless steel texture supplied by Mike Harris...:) Renders in no time at all with GI and soft shadows...:) |
Post by chamaeleon // Jun 9, 2006, 5:03am
|
chamaeleon
Total Posts: 74
|
There is 1, made by Chameleon (http://forums1.caligari.com/truespace/member.php?u=17), which you can find more info on here (http://www.quantumchamaeleon.com/tSNet/tsnet.html). I don't know if it would solve MM's probs, but it looks like it might.
Another option might be Johny's "Alternative tS Render Panel", in the thread http://forums1.caligari.com/truespace/showthread.php?t=528. I haven't used it myself, so can't really say how using it may affect your overall memory usage in this particular case. As a side-note, using tSNet on a separate machine, telling a render node to render pieces of an image alleviates the render node from having to cope with the full image in memory, as that aspect is then handled by the computer controlling the render process. |
Post by Alien // Jun 9, 2006, 5:28am
|
Alien
Total Posts: 1231
|
TSnet? No, put it towards Vray if you can-renders much faster than lightworks-might (only might though) be just what you need...;)
I didn't mention it for the sake of speed [though that would be a bonus if he has more than 1 machine], I was thinking more of tSNet's ability to actually split a still image up into chunks, then render those chunks seperately as a batch job, then all he'd need to do is put the chunks back together in a 2D prog [PSP, PS, etc].
As a side-note, using tSNet on a separate machine, telling a render node to render pieces of an image alleviates the render node from having to cope with the full image in memory, as that aspect is then handled by the computer controlling the render process.
Ah, I didn't think of that. I thought tSNet'd be able to achieve that result just on 1 machine [as there is a 1-machine licence available for it]. Still, if he got the 3 node license but the other machine was slower [assuming he has another 1], he could use that 1 as the control node [or whatever it's called] & his main machine as the render node, couldn't he? |
Post by chamaeleon // Jun 9, 2006, 5:35am
|
chamaeleon
Total Posts: 74
|
Ah, I didn't think of that. I thought tSNet'd be able to achieve that result just on 1 machine [as there is a 1-machine licence available for it]. Still, if he got the 3 node license but the other machine was slower [assuming he has another 1], he could use that 1 as the control node [or whatever it's called] & his main machine as the render node, couldn't he?
Using one machine only would work, of course. I just didn't know what kind of resolution he is interested in. Since people are talking about rendering pieces, I just assumed the final image must be large (or the memory required shouldn't make a difference. My apologies if I have misunderstood the memory requirements situation).
tSNet itself need to compose the whole image in memory, so if it's on the same machine, it would in turn be asking for enough memory to hold the full image. A separate machine would let trueSpace have that additional memory at least, if it makes a difference. |
Post by MadMouse // Jun 9, 2006, 8:14am
|
MadMouse
Total Posts: 1069
|
Thanks for all the input and suggestions guys.
I'm still using TS6 so my win will be used on 7 of course. I only have 1 machine so TSnet is no real use to me. But I did my first fully textured render test this morning (and no I'm not going to show it yet:) ) and rendered the mech in 2 halves and recomposited them in PSP using masks. although this was a little more involved than a straight render it didnt prove to be much of a problem and the result were very satisfactory. So I think I'll be fine. Its my intention to finish this project using TS6. It just seems a little disloyal after spending nearly 2 years on and off working on this with TS6 only to swap to TS7 for the final render. Maybe when I go back and try some variations on my mech I will then render it using TS7.
Thanks again for your help and interest
Steve
P.S.
Yeah, though I would have thought if you wanted to do a Pratchett fanart you'd have done the Death of mice.Dont think it hasnt crossed my mind Alien. Maybe my first TS7 project:) |
Post by splinters // Jun 9, 2006, 8:34am
|
splinters
Total Posts: 4148
|
It just seems a little disloyal after spending nearly 2 years on and off working on this with TS6 only to swap to TS7 for the final render. Maybe when I go back and try some variations on my mech I will then render it using TS7.
TS7 is basically TS6 but it renders faster and HDRI would be a much better substitute for IBL-again faster too...still, your choice...;) |
Post by MadMouse // Jun 9, 2006, 10:39am
|
MadMouse
Total Posts: 1069
|
TS7 is basically TS6 but it renders faster and HDRI would be a much better substitute for IBLI must admit I did like HDRI when I was Beta testing TS7, so maybe, just maybe:) |
Post by Loadus // Jun 10, 2006, 2:25am
|
Loadus
Total Posts: 44
|
@MM:
What ... wh ... how. ... ??!??
You finished it?! Congrats! Looks überkewl. |
Post by MadMouse // Jun 10, 2006, 5:18am
|
MadMouse
Total Posts: 1069
|
:) Thanks Loadus :) |
Post by Alien // Jun 11, 2006, 3:17am
|
Alien
Total Posts: 1231
|
Using one machine only would work, of course. I just didn't know what kind of resolution he is interested in. Since people are talking about rendering pieces, I just assumed the final image must be large (or the memory required shouldn't make a difference. My apologies if I have misunderstood the memory requirements situation).
AFAIK his memory probs are occurring because he has lots of really detailed textures, not because of the render resolution.
tSNet itself need to compose the whole image in memory, so if it's on the same machine, it would in turn be asking for enough memory to hold the full image. A separate machine would let trueSpace have that additional memory at least, if it makes a difference.
Does tSNet only need a lot of memory if the final ouput image res is large? I thought I read somewhere [probably quite some time ago now] that you could use a 2D prog to assemble final images from the chunks/sections/whatever that tSNet had split the image into? Or has that function been moved into tSNet itself now? & if so, perhaps it might be useful to have that as an option that could be disabled? [I don't have tSNet yet, but intend to... eventually :o]
I only have 1 machine so TSnet is no real use to me.
The reason I mentioned it, even with the possibility that you might have had only 1 machine, was that there's a 1-machine version/license, which wouldn't [AFAIK] offer any speed increase, but I was thinking it might overcome the memory issues caused by your texture maps, by splitting the image up into chunks, but from Chamaeleon's response I'm not sure whether or not it would help in your case now. :confused:
It just seems a little disloyal after spending nearly 2 years on and off working on this with TS6 only to swap to TS7 for the final render. Maybe when I go back and try some variations on my mech I will then render it using TS7.
Nah, using <insert name of other 3D software here> would be disloyal, using tS7 would be just enjoying the prize you earnt. :D
P.S.
Dont think it hasnt crossed my mind Alien. Maybe my first TS7 project:)
SQUEAK
http://homepage.ntlworld.com/alien42/smilies/death_animated.gif |
Post by MadMouse // Jun 11, 2006, 3:26am
|
MadMouse
Total Posts: 1069
|
LMAO love the little anim. Thanks for trying to help but I think I got it under control.:) |
Post by chamaeleon // Jun 11, 2006, 5:23am
|
chamaeleon
Total Posts: 74
|
Alien, tSNet assembles the pieces in memory before writing it to disk. This has always been the case since the ability of splitting up the image in pieces was introduced in conjunction with tS 6.5. The ability to not have this happen, and store each individual image block in a separate file is not implemented, mainly due to lack of customer demand in this area. So to sum up, yes, tSNet does need hold an image corresponding to the whole image in memory. Hope this clears up any confusion about the workings of tSNet in this respect. I'll try to avoid posting more on this subject in this thread as it's fairly off-topic. Superb job, btw, MadMouse. |
Post by MadMouse // Jun 11, 2006, 8:48am
|
MadMouse
Total Posts: 1069
|
Hi all,
These images are by no means the finished article, which is why I have posted them here. I just couldn't resist posting the Mech in full and I thought that those who have commented and shown their support during this project deserved to see the Mech in full. Its a shame that I cant post renders large enough to do the detail justice :mad: . Maybe when I post the final images I will also post a zipped up larger version so that it can be view at a larger, more detailed size.;)
Please comment and please by all means criticise if you want.
Enjoy ATB:)
Steve |
Post by parva // Jun 11, 2006, 9:25am
|
parva
Total Posts: 822
|
awesome...
maybe a ladder at the back which can be retreat (so that they not hit the other structures if the top tower turns)?
I wonder how the worker comes in the commando section? |
Post by MadMouse // Jun 11, 2006, 9:31am
|
MadMouse
Total Posts: 1069
|
Errr....... I think your comment lost a little in translation.
I think you meant how does the driver get in the cab???? (maybe)
here's a Link to ladder renders (http://forums.caligari.com/discus/messages/1583/18561.html?1130420033)
HTH Marcel
Steve |
Post by splinters // Jun 11, 2006, 9:46am
|
splinters
Total Posts: 4148
|
Absolutely fantastic work-you are a credit and an inspiration to the TS community..:banana: :banana: :jumpy: :banana: |
|