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nataz
09-02-2003, 05:45 PM
Well, here's some pics of what i'm digging right now.
i got some problems with procedural texture (SLA Nukei) for the ceiling and the floor.
You'll notice that on this one
http://www.clarac.net/nataz/room3.jpg

i've got a bumpmap on the floor and ceiling, and no light refraction as well.
i've made some change to the material color and to the noise of the volumetric lights
(as well as getting rid of some unwanted shadows) and then this came out

http://www.clarac.net/nataz/room4.jpg

i tried once again to get my bumpmap back but it's been hell with the texture axis...
it always get lost as soon as i change the slightest param.
Who knows such troubles? do i use the wrong SLA for that purpose?

About the lights i've use the exclude parameter in the scene tab but it worked just once

finally here's a shot of my buddy.
http://www.clarac.net/nataz/avatar.jpg

thanx for your advices

Kotayus
09-02-2003, 06:09 PM
Im diggin the whole vibe of the image...i like the colors...gives it a very ancient or old spaceship feeling (not to mention yer little alien)

Id like to see the finished product, keep us updated!

artemesia66
09-02-2003, 06:21 PM
nukei is a volumetric shader. is the bump map part of the nukei shader or are you trying to apply it as a second layered texture (which you can't do)?

nataz
09-02-2003, 06:27 PM
@Kotayus : thanx; that's kinda the feel i wanted to give!

@Artemesia : i've put my bumpmap into the FUSER texture inside the SLA Nukei. You think i did something wrong there?

...still banging :banghead:

artemesia66
09-02-2003, 07:01 PM
sounds right. don't think that you can adjust the texture axis in volumetric shaders, but that shouldn't make the bump disappear, just nothing happens.

it was a known bug that the bump would disappear from nukei on a mac in 8.0, but i notice that it seems to be fixed in 8.2 ( don't know if it was fixed in 8.1)

i can look at the file or texture if you want--just send it to the email in my profile.

nataz
09-02-2003, 07:13 PM
Actually you can play with the texture axis inside the shader itself; and i'm lost there since this morning... i've got the 8.1... when is 8.2 suppose to be release?

Thank you for your help, that's great; i'll send just the ceiling.

artemesia66
09-02-2003, 07:37 PM
Originally posted by nataz
Actually you can play with the texture axis inside the shader itself; and i'm lost there since this morning... i've got the 8.1... when is 8.2 suppose to be release?

Thank you for your help, that's great; i'll send just the ceiling.

well, doh. i knew that. total brain cramp. i don't know when the general release of 8.2 is-i got it on the BP2 disc.

i have your file. i'm looking at it now.

nataz
09-02-2003, 07:40 PM
i'm trying right now from the start and ... well... frankly ... :surprised ... i need a doctor

artemesia66
09-02-2003, 07:45 PM
so what exactly are you trying to do with this texture?--i can move the axis around no problem, so maybe i'm not understanding you properly

artemesia66
09-02-2003, 07:58 PM
okay, well not exactly no problem. there is in fact (on the mac at least) a small bug. when you want to change a value in the position box you have to select the number AND the units. for some reason, if you just select the number, as soon as you click out of the box, the value reverts to its previous setting. weird.

although i'm still not sure why your bump didn't render. are you sure that had to do wiht the texture axis?

nataz
09-02-2003, 08:02 PM
ok; i've tried right now and found out that once you've set up the texture tag on the object as you want the texture to be applied then you have to go inside the shader params and copy the texture tag to the FUSER attributes; BUT once done you should not touch the texture tag at all otherwise the FUSER mess up totally and you get just one of the texture instead of two = that's obviously what i have done though i don't remember it.
Anyway; i hope it's gonna be ok now

thank a lot for your help, i owe you a :beer:

stay tune for the next images i'll be posting.

nataz
09-02-2003, 08:07 PM
...and there's another weird bug; the shader preview is totally chaotic as soon as you use an image in the fuser ir renders after two or more manipulations; furthermore, you can't see the bump on it if the texture is bigger in it's parameters than the preview itself :surprised

weird...

artemesia66
09-02-2003, 08:23 PM
yeah, the preview is whacked.

glad its sorted. good luck. i look forward to seeing the next version.

nataz
09-03-2003, 12:46 PM
ok; here is where i am so far. (i've just rendered the room not all the lights and objects)

http://www.clarac.net/nataz/room5.jpg

There is still problems with the glow (as usual with post-effects);
the reflected glows are noz glowing and the alpha channel over glowing parts has a dark outline around it.
Who knows what is the best solution for glows on reflection? hdri?

thanx for the help

flingster
09-03-2003, 04:11 PM
hey thats looking pretty funky...more more.
:beer:

nataz
09-03-2003, 07:34 PM
Yes kinda "alien discotheca" so far... :beer:

But do you know anything about that dam' glow reflection problem taht could help me ?

ps: in the image above i pushed the glow a lot... it shouldn't be that "glowy" in the end

cheers

flingster
09-03-2003, 08:41 PM
no sorry can't help ya really...
i didn't think glow in material settings could be reflected as it was a post effect...:shrug:

which leaves you with messing around after render.
in the general tip section on this forum there is a tip you might be able to use for your reflection about...getting shave hair to reflect in a mirror...basically H. Ikeda used two cameras and then mapped the texture of one camera on the reflected plane...as far as i can remember.
http://www.cgtalk.com/showthread.php?s=&threadid=12977&perpage=15&pagenumber=2

i suppose you could use this method...

as for the dark rim around the alpha...:shrug:

artemesia66
09-04-2003, 02:27 PM
looking good. if you have the advanced render module, use the glow post effect in render settings, rather than assigning glow to the material tag. this will make the glow show up in reflections. it's not perfect, but it should work for your scene.

i'm not sure why the alpha has that black edge. where is it applied?

nataz
09-04-2003, 02:51 PM
My alpha is correct; i've noticed that when you add glow on the material plus alpha this buzz appear :surprised

Anyway i've changed many things in the texture as it was so messy to apply with SLA i use a "normal" shader with a lot more params and now it comes out like that

http://www.clarac.net/nataz/room6.jpg

It's not finished yet but it's a good start to go mess with the advanced render module now (though i should add some lights in order to see my guy better)...

what do you think; c&c please

nataz
09-08-2003, 09:52 AM
i tried to render that scene with radiosity and i have a problem with my volumetric lights;
as you see, though i have excluded the ceiling and floor from the reflexion of the volumetric lights they still reflects on it.

http://www.clarac.net/nataz/room7.jpg

I can understand that because radiosity takes every light into account for render but is there a way to avoid this ?

nataz
09-09-2003, 09:49 AM
ok, here's my last render (and i think the final one unless you can spot mistakes in the scene)

http://www.clarac.net/nataz/room8.jpg

thanx to all the people that helped me out with their c&c and especially artemesia66 for the texture stuff :thumbsup:

stay wild!

flingster
09-09-2003, 11:26 AM
like the final..good work.
bit blurred in foreground only comment.:thumbsup:

nataz
09-09-2003, 11:40 AM
you're right fingster, it's always that alpha channel problem... i should have modeled it but the scene is already way too big for my poor g4/400

anyway, thank a lot for your comments :beer:

artemesia66
09-09-2003, 03:00 PM
looks good nataz. very creepy. i especially like the glow around the creatures feet--gives the feeling that soemthing is just about to happen inside that bell jar

nataz
09-09-2003, 03:06 PM
thank you :beer:

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