PDA

View Full Version : You guys are no use at all!!!...


stevedeer
10-30-2002, 10:15 AM
No. seriously, I'd be completely lost if it wasn't for the help, advice and crits from the inhabitants of this forum.

But one of my problems has yet to be solved. Here goes the question again...

The attached image is made up as follows...

Smoke:
There are around 6 omni lights to create the smoke, the lights are 'visible' with 'no radiation', the lights have 'noise' (hard noise, with lots of contrast). The lights are scaled and placed into position to create the smoke effect.

'Sale' typo:
I created spheres and place them withi the 'smoke'. Two materials are applied to each sphere

Material 1... contains nothing but a square lump of black in the alpha channel (no other channels are activated) which is spherically mapped to the spheres and 'fit to object', to make the spheres invisible.

Material 2... contains red 'sale' typo on the colour channel, 'sale' typo in the alpha channel, and some specular.

The problem is that the edges of the 'typo' spheres seem to be visible in some areas, maybe attracting some refraction or specular from the omni light smoke.

I've tried increasing the ray depth, with no effect. I'm really keen to find the answer.

Any ideas?

Cheers Steve

stevedeer
10-30-2002, 10:18 AM
a close-up of a problem area...

slouchcorp
10-30-2002, 11:02 AM
How about trying the spline text extruded a small ammount then place it into a wrap deformer, then put these in an emmiter/ or place by hand.

HTH mike.

bjotto
10-30-2002, 11:06 AM
Try increasing the shadow depth, didn't have time to read the hole decription so I don't know the scene setup but anyway

sad
10-30-2002, 01:25 PM
try to put the sale-typo in the (oh how is it called in the english c4d-gui?) 'specular-color'(?) - one box above the 'glow'-option - while white is creating higher specularity.

i think the problem is caused by specularity on the whole texture...

pixeldoggy
10-30-2002, 01:36 PM
don't use two materials. just make a black and white version of your sale graphic, put that in the alpha channel and make the color channel red or whatever color you need. should get rid of the problem.

stevedeer
10-30-2002, 01:57 PM
sad

It doesn't seem to have anything to do with any specular channels as I have turned them off, rendered, and the problem is still there.

pixeldoggy

If I do it that way I can't move or scale my 'sale' typo around each sphere to my liking, I think I need the alpha material to remain independent.

c'mon guys... keep trying ;-)

steve

Per-Anders
10-30-2002, 04:31 PM
post the file somewhere and itll get fixed. it looks to me like the transparenccy or alpha on the "Sales logo" spheres isn't 100% transparent or apha'd out, and it's being illuminated by your lights.

stevedeer
10-31-2002, 06:57 AM
mdme_sadie

I'd love to post the file somewhere, but I wouldn't know where or how :(

steve

CosmicBear
10-31-2002, 11:25 AM
if you want to upload your scene, why don't you register a geocities-site, upload a zip- or sit-file there and post the link here?


for your problem: instead of spending hours in front of the computer, getting more and more frustrated, why don't you try this:

dublicate your scene, render one version with the lamp and the smoke, but no typo and one scene only with the typo (incl. alphachannel) and bring them together in photoshop.

i think, i remember that you wrote earlier that this is the cover for a broschure, so you will have to work on the image in photoshop anyway.
this will probably save you lots of time and frustration...

Cinema1954
11-01-2002, 06:30 AM
I did a quick experiment, and you may find the results helpful. These two renders are identical except that the first used a "sample distance" in each light's visibility channel of 25, while in the second render they were set to 1.

Rendering time multiplied by a factor of 10.

CGTalk Moderation
01-13-2006, 08:01 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.