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Posts posted by DanCBradbury
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Ok, i'm now logged into the dotProject site, and i got all the way up to here with no problem, but how do i actually upload my files to it? and am i even in the right place?
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Sounds about right. That's pretty much what i was thinking was happening. Then the only way than to decrease the amount of pixilation is to lower the .exr env value? Hm... is there anyway to average out the exposures in HDRshop so that the change in brightness aren't very drastic?
Anyways, here's a spin .mov i made last night. And let me know if that .exr link dies. I can either rehost it at a different sight, or explain how to make them.
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Dan, you'll have to log into dotProject then let me know so I can add you as a contributor (unless you are in there under a different userId)
how do i log in?
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lol... glad to see that i wasnt the olny one who thought that kinda looked like a... well... i wont go there.
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You know what Dan? You're bad!
I was looking at that top view render for a while.....that car is gorgeous....it almost turned me on..
You're evil Dan, just evil
Thanks Dahr, but you must give great credit to Yves and Collin. Without them, I would have never had hdri in A:M and no understanding of how env maps acutally work.
Are you telling me that the specularity I see in that pic is all reflectivity or did you just add spec to the model itself? Looks great.
Nope, there's no specularity at all. Specularity is just a cheap trick, though effective, to try and replicate reflectivity in a very fast way. So if you have advanced reflective cabablity like hdr, then specularity just gets in the way of a better, realer look. So basically, there is no specularity in the real world, it is all reflection.
I'm about 80% done. Playing with paint right now. Soooo, go ahead and hit me with some paint
Oh, and no, there was no implication that the paint is too reflective. I really like it.
Thanks guys. The zip file is ready, but i cannot fit the vital 8.6 mb .exr file onto the download section here, but it is up for download here. Enjoy
@Yves: is there any reason that the bright pixelated regions, like those on the window trim and grill, do not smooth out, even at 256 passes? Should I file an error report?
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Dan,
The second pic is a little messed up. That's just a quick render, right? What did you do to Colin's paint, just change the image map for the HDRI? A side by side render of before and after would really be telling.
Jeez, you could almost dive into that first pic, its' so reflective, like water
Great stuff.
yeah it's a progressive render. And did you mean to say it was too reflective? The Uffizi env is not very balanced. I had to raise the exposure way up so you could see the buildings. So i'll probably have to find a better, more balanced hdri env sphere. Do you know of any other ones Yves?
Also, Collin's paint material no longer resembles its original self. I've changed it so much, the only thing that is original is the fact that i'm using a cell turb. The best part of my paint material is that there is no more specularity elements at all
Just let me know when you want the materials.
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great character. But for such a big mean and scary creature, he's got such a tiny tail lol
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awesome render. How did you apply a displacement to a sphere? is it a projection map?
Anyway, there's one problem i see with your render. Your mountains are a tad bit too high, about 60 miles to high. The highest peak on mars is about 27 km high, and your highest peak there is about 126 km high. So by decrasing the displacement map percentage by a factor of 0.2 your peaks should be much more acurate. In either case, that's one damn fine render you got there
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Absolutely amazing John! We need more people like you to show off the capabilities of martin hash's genius.
your render reminds me of those pesky white blood cells.
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I dont get it? the cannon ball is a sprite emitter? How did you get a sprite to shade like a sphere?
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Awesome effect. How exactly are you doing it?
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Thank you Paul. It was a quick little project and was fun to do. After putting it together, I started thinking about putting together an abandoned medieval setting of some sort. We'll see.
What! that's TWO property you have there! you cant go all willy nilly and put them into your own files. lol awesome plants eric. i c you have sweeper. I wish there were a tree making program, or plant program in A:M. Anywho, how do i or another person go about contibuting something to the TWO project? Is there a needed objects list somewhere?
ps. Shouldnt this topic be in the props forum?
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OH! yes that's uffizi. I was just wondering what you were talking about with the OpenEXR stuff. It was the only 360x360 environment my car actually looked like it could be in. A woodland forest and a church are not common place for a car. lol
About the reflectivity cap. In the HDRI topic one of your last shots had spheres with reflective values way beyond pure white. Can you make a tutorial or just explain how exactly you got that look? Right now the specular aspect of the car is rather cheap and i'd like to see if i can use the effect you used to get the HDRI results.
Anywho, the car would most likely feature compressed air or hydrolic suspension, that way you could have it low to the ground while parked and raised when driving. Oh... and i completly forgot. What's a good exast setup? Is there a particular brand or layout that would go better with this type car? And how come it wouldnt be street legal? lol
Here's the rendered form of the progressive pic i posted last.
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awesome models eric. But your barral model doesnt fit in. It's too under detailed compared to the other objects.
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I'm not real informed on sliders, but you're able to control the speed of the propeller with a slider? That would be real good for animating something like car tires.
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i changed the tire size to about 13". Is 4.5" a good car height oakchas? anywho, it looks much better now with the lower profile. I cant imagine what the people who drive them suspended like that are thinking. SPEEDBUMP!! woop... your whole car is totaled now. lol
I see that you are using the Ufizi light probe as the environment map. Did you convert it to OpenEXR or to a format such as TGA? Did you try to map an OpenEXR of this environment?
?? you lost me there yves. I just used the environment map material and the 360x360 image from collins paint material. The only thing is the maps a .tga and has no exposure data, so the reflections aren't very dynamic at all. I'm thinking about doing some ldr to make the scene fit to it's reflection, or better yet some hdr if you can tell me exactly how you were able to increase the cap for reflectivity values beyond 100%.
here's a new progressive render for the side view. I think it looks much better now.
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thanks you guys I used the distortion grid tool to fix the very odd upward curve at the front of the car. It had looked like a fish for a while, but now it's flat and looks more like a low rider. Only one thing though, is there a minimum requirment for tire diameters? i'd like to lower the car but at the moment there isnt much room because the tires are just about pressed up agains the weel wells.
Anywho, here's the new side profile, and a back shot.
I need to make an error report about these line shadows that just pop up in random locations on the ground plane.
The Retro
in Showcase
Posted
New render! I turned the env map opacety way down to about 4 for the car paint so that the reflection of the clouds abover werent so very bright. The designer said it was too overpowering, and oversaturated so i brought it down a tick.
And eric, hope you fixed what ever was causing your problemo, and if not, try adjusting the env opacity levels in the materials. Also if you are now using v13 all those opacities have to be changed anyhow.