Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

Pages: 1 2 3 [4]

Author Topic: Gyperboloid's Lab  (Read 54771 times)

BlueDalek

  • Newbie
  • *
  • Posts: 26
    • View Profile
Re: Gyperboloid's Lab
« Reply #45 on: August 15, 2017, 11:11:58 am »

Lots of detail...pretty coOL.
Logged

Gyperboloid

  • Sr. Member
  • ****
  • Posts: 282
  • It's better not to do anything, than to do nothing
    • View Profile
Re: Gyperboloid's Lab
« Reply #46 on: November 08, 2017, 03:34:58 pm »

A tiiiiiny update.
 Originally I started with the building ( floor, walls, ceiling ) and doors. I'll set later proper textures, materials. Now I have almost filled the walls with the sockets, swithches, some heat units. The air conditioner left. Some lights. Finally I'll start making the furniture. Did some already, for tests. Looks fine.
Shouldn't actually posting anything before I complete at least the first ( first-second ) stage, but just haven't worked on it lately and may have not some time in the next weeks too.
Logged

Trevor

  • Full Member
  • ***
  • Posts: 220
  • Goldfinger64 Dev OS:10 CPU:5960x Gfx:RX480
    • View Profile
    • LS Tech Services
Re: Gyperboloid's Lab
« Reply #47 on: November 09, 2017, 10:34:49 am »

When I seen your thumbnails I thought you were using diffuse inter-reflection, sadly when I opened up your images they look like they have been done in the scanline renderer with lights simulating the doorway.

You should try using the settings I posted (back-up your project first) and see how it looks.
The numbers might need tweaking but I think it should work fairly well with that doorway.

Trev
Logged

fefe01

  • Newbie
  • *
  • Posts: 38
  • make professional works only using simple softwares
    • View Profile
Re: Gyperboloid's Lab
« Reply #48 on: November 12, 2017, 12:10:20 pm »

I really like the lighting technique! How did you set the light? Is it infinite or spot? Whereabout in the room did you put it? It looks like it is not from above.
Logged

Gyperboloid

  • Sr. Member
  • ****
  • Posts: 282
  • It's better not to do anything, than to do nothing
    • View Profile
Re: Gyperboloid's Lab
« Reply #49 on: November 15, 2017, 10:39:24 am »

Trevor : I'm sorry I disappointed you  :) , but those are not fine renders. Instead of posting a screenshot ( PrintScreen ) of an OpenGl working window, I just rendered a scene with a single local light. I used ART ( !!! ), since scanline doesn't give good images ( don't use it at all, and since ART was introdused, alonge with the OpenGL renderer should be removed from the list of renderers ? ) As I said before, actualy , maybe I should not post any images before I'll finish some parts of the whole project, but I still posted them.  :D
As about your settings, I'll try them, but later, since there's no point changing a lot of materials just to test an unfinished thing.

fefe01 : As I mentioned, nothing special, just a test and no special "technique" used at all . Rendered with ART, with a single local light ( casts shadows, ray traced ) above the center of the carpet. Default material settings. Environment: "basic" white solid background. No Attributes, nothing.
« Last Edit: November 15, 2017, 10:49:57 am by Gyperboloid »
Logged

fefe01

  • Newbie
  • *
  • Posts: 38
  • make professional works only using simple softwares
    • View Profile
Re: Gyperboloid's Lab
« Reply #50 on: November 16, 2017, 11:52:50 am »

I found it helpfull though. :p I have never made a scene in a room using these techniques. thanks for sharing! :)
Logged

Gyperboloid

  • Sr. Member
  • ****
  • Posts: 282
  • It's better not to do anything, than to do nothing
    • View Profile
Re: Gyperboloid's Lab
« Reply #51 on: November 18, 2017, 06:37:02 pm »

You know what ?!! I know what : I can't modeling !!!  :P Once I'll clear it all a little bit, I'm gonna start that modeling topic at last !!!  :-X

As about the project : finished the first ( one n' a half ??? ) stage. Everything planned from the start, now is finished.
- The building ( floor, walls, roof, doors )
- Basic appliances ( light switches, suko sockets, heat units, air conditioner and some other, near the doors )
- Lights (ceiling lamps)
- Windows ( with curtains )
Did some furniture, just to see if it looks as I planned . I like it so far. Though, now that's the next stage : to fill it ( appartment ) with all the stuff ( furniture, decorative items e.t.c. )

All the modeling is kind of messy, although I'm trying to keep it as simple as I can, but without a general lack of accuracy ( modeling accuracy is not my goal, since, even if it would be, I would not be able to handle it anyway ;D ).
But one thing I realised for sure ( well, not that I didn't know that ), is that I CAN'T MODELING !!! ( didn't I say that already ? )
Logged

fefe01

  • Newbie
  • *
  • Posts: 38
  • make professional works only using simple softwares
    • View Profile
Re: Gyperboloid's Lab
« Reply #52 on: November 19, 2017, 01:28:13 pm »

Hey Gyperboloid, even though you are not very good at modeling, I noticed that you are so talented in lighting and rendering stuffs. Keep it up!! :)
Logged

Gyperboloid

  • Sr. Member
  • ****
  • Posts: 282
  • It's better not to do anything, than to do nothing
    • View Profile
Re: Gyperboloid's Lab
« Reply #53 on: November 20, 2017, 09:00:04 pm »

fefe01 : I guess you haven't seen $imon's work   ;D

So, I will pause a little bit. Did just some tweakings, added chairs, vases ( man, everybody knows that dielectric class is awesome ) , some boxes. Did some traditional curtains, but man, it's a pain ... I'll continue with the panel curtains. Looks fine.
It's like the final stage left. I don't feel at all to try to mess around a lot with textures. Just fine if everything looks satisfactorily.
There are, still, some strong limitations ( with my noobiness at top ), as it goes with the lighting, rendering. For example can't put a light into the lamp, so it could light through it. So had to remove it ( the lamp ). It creates ugly ( unrealistic ) shadows also ( even if the light is  scaled, so the lamp gets located inside the light ). The first image is with the lamp ( no lights near the lamp ). Not the worst of the results I had , though.
« Last Edit: November 20, 2017, 09:01:52 pm by Gyperboloid »
Logged

fefe01

  • Newbie
  • *
  • Posts: 38
  • make professional works only using simple softwares
    • View Profile
Re: Gyperboloid's Lab
« Reply #54 on: November 21, 2017, 01:14:48 pm »

Gyperboloid! I had a thorough look at some of $imon 's works in the WIP and finished works forum. I was astounded at how much skill he has! It inspired me a lot! Thank you for the suggestion! :)
About this lighting thing, i also had the same problem during a metro station project(unfortunately, I don't have the picture)! It also depends on the renderer. With scanline, the light can shine through a mesh whereas ART doesn't allow that. So, with scanline, you can put the lamp right in the bulb mesh. With ART, I suggest that you don't delete the light bulb because the image looks unrealistic when there is light without any bulbs or candles. Try positioning the light outside the bulb just below it! 3D is an illusion; it is scarcely recognizable. :)
Logged

Gyperboloid

  • Sr. Member
  • ****
  • Posts: 282
  • It's better not to do anything, than to do nothing
    • View Profile
Re: Gyperboloid's Lab
« Reply #55 on: November 30, 2017, 06:08:24 pm »

A light under the bulb works only when the bulb is under an untransparent lamp cover, so the shadow created on the ceiling is actually what you see in reality. But you still get the shadow even when the bulb is under a semi transparent material, which is not the way the light behaves in reality. So, actually no work around available yet. The only way is if Steve can add some code.  ;) I can't resist to mention it ( though, I 'll post a detailed message or two, in the forum when it'll be the right time to do so ) : read in the forum, in some old topics, Steve said that he actually ( I thought it's impossible at all, due to the rendering algorithms choosen at begginings ) to work on the photon mapping rendering method (!!!) with all the goods (caustics e.t.c ) but it would just take him like 3 - 6 months. 3 - 6 months ... it's actually like nothing ( Steve disagrees  :D ) !!! I don't mind to wait 3-6 years !!! ( Steve although would  ;D )

Project update : almost finished the whole pre-final stage thing.
« Last Edit: November 30, 2017, 06:14:16 pm by Gyperboloid »
Logged

Trevor

  • Full Member
  • ***
  • Posts: 220
  • Goldfinger64 Dev OS:10 CPU:5960x Gfx:RX480
    • View Profile
    • LS Tech Services
Re: Gyperboloid's Lab
« Reply #56 on: December 02, 2017, 05:45:50 pm »

Nice.

Are you using Glossyreflector for walls? (Just noticing the noise on the wall and how the blue above the couch is imparting colour onto the wall)

heh, yeah, though Id like to know the difference between his current implementation and photon mapping.

Trev
Logged

Gyperboloid

  • Sr. Member
  • ****
  • Posts: 282
  • It's better not to do anything, than to do nothing
    • View Profile
Re: Gyperboloid's Lab
« Reply #57 on: December 02, 2017, 07:34:52 pm »

Nope, Trevor, no glossyreflector on the walls. Basic Anim8or material. The blue light comes from 6 local lights ( 3 on each half ) above couch, behind the vases,for decoretive purposes. The noise is generated from the shadow size ( =10 )  of the 3 local lights (yellow color ) near the window ( one infront of the panel curtains, to produce the shadow on everything inside the room and two behind the curtains to create the shadows on the wall, above the couch and ceilling, to give that kind of a sunny day light. Although I used 64 AA sampling, it's still too rough, so much more samples needed. ( so more time too, >>15 min of mine )
« Last Edit: December 02, 2017, 07:39:48 pm by Gyperboloid »
Logged
Pages: 1 2 3 [4]