For Rent

Started by choronr, October 30, 2010, 01:08:53 AM

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Dune

Just unhook the default shader, and attach a reflective shader. Uncheck ray-traced reflections. Then add a water shader (into the reflective shader's  input), set all first numbers to 0 (waves and such). The transparency should be very high, 0.99, and the decay distance say 100000 (it'll change in something with an 'e',). Then you have transparent windows.

choronr

Quote from: Dune on November 02, 2010, 04:22:28 AM
Just unhook the default shader, and attach a reflective shader. Uncheck ray-traced reflections. Then add a water shader (into the reflective shader's  input), set all first numbers to 0 (waves and such). The transparency should be very high, 0.99, and the decay distance say 100000 (it'll change in something with an 'e',). Then you have transparent windows.
Thank you so much Ulco.  After doing this, I take it then I must reconnect the Log Cabin model's shaders above the glass shaders to the reflective shader's input..

I did a full render last night just to check it out and it is looking pretty good. I think I'll darken it just a bit; reduce coverage of grasses; and, add the reflective and water shaders. Again, I really appreciate your help. Another learning experience for me.

Bob

dandelO

You should also uncheck 'double sided surface' in the object you're applying the transparency shaders to, Bob, or else you will only get the reflective properties from the transparency shader.

dandelO

#18
* In fact, scratch that. ^^ It seems not to be required to do this any more. It used to be but I just retested it and it works fine even with a double sided object.

* Edit: Unless the object I used to test it again was only one sided any way, back soon...

choronr

Quote from: dandelO on November 02, 2010, 01:02:37 PM
* In fact, scratch that. ^^ It seems not to be required to do this any more. It used to be but I just retested it and it works fine even with a double sided object.

* Edit: Unless the object I used to test it again was only one sided any way, back soon...
Thanks for this information Martin. I'm much closer to having a finished product.

dandelO

* It doesn't actually seem to matter about unchecking DSS anymore. Sorry for that un-required nonsense! :D

choronr

Quote from: dandelO on November 02, 2010, 01:23:13 PM
* It doesn't actually seem to matter about unchecking DSS anymore. Sorry for that un-required nonsense! :D
Not at all Martin, your input here is always a big help for us.

choronr

Thanks to all of you for your support resulting in the changes I've made. Special thanks to:

•   Dune -Through his suggestions  I added a grass patch population which made a nice improvement; and, added a reflective and water shaders to the windows of the cabin which though his guidance worked out real nice.

•   njeneb - His suggestion of adding a different low tree resulted in my adding a close-up of the same tree at the right of the image. The shingles now have some moss patches thanks to my friend Thelby who Photoshoped in some moss on the cabin's shingles shaders. Henry, the shaders/textures for the shingles and logs are different. The colors are close to being the same; but, I think because of the distance, they kind of look the same.

•   FrankB - Through his suggestion I reduced the voronoi noise and mud bumps by 1/2 for improving their scale.

•   Thelby - For his inspiration of using a cabin for this scene; and, his work adding moss for the shingles shaders.

•   Ryan Archer - For his tutorial 'Golden Forest' which became the basis for this scene.

•   dandelO - For his running a check on some settings; and overall, for some of the things I've learned from his information here at the forum.

In all, I'm pleased with the image and the knowledge I've gained creating it.

Bob 

Dune

I still think you can still improve. Reduce the size of the grass to half or a third, get some fill light onto the trunks (or lighten up the object's trunks), and you now also have a problem with the glass, as you can see the roof through it. Also downstairs, but that's less noticeable. Due to the construction of the cabin of course. I'd suggest getting the smoker inside again  ;D

What you could do is give the windows a color after all, dark gray, and attach a very reflective shader (reflectivity 10?), so it only reflects. Or get a plane object behind the glass, and let is shine (luminosity), or project an image (of the smoker in his room) onto it with a camera... all sorts of (difficult, but workable) solutions. 

Henry Blewer

I must say I did a fantastic job suggesting things. Thanks for rendering the image. ;D

I agree with Dune on the grass. His idea to put a plane behind the windows is also a good one. Changing the window reflectivity to 10 sounds like a very long render time, even with the comparatively small window area. The lighting seems good to me.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

domdib

I love the lighting and the vegetation.

choronr

Quote from: Dune on November 03, 2010, 04:38:53 AM
I still think you can still improve. Reduce the size of the grass to half or a third, get some fill light onto the trunks (or lighten up the object's trunks), and you now also have a problem with the glass, as you can see the roof through it. Also downstairs, but that's less noticeable. Due to the construction of the cabin of course. I'd suggest getting the smoker inside again  ;D

What you could do is give the windows a color after all, dark gray, and attach a very reflective shader (reflectivity 10?), so it only reflects. Or get a plane object behind the glass, and let is shine (luminosity), or project an image (of the smoker in his room) onto it with a camera... all sorts of (difficult, but workable) solutions. 
Ok Ulco, you have read my thoughts both about the grass and the windows. This image is headed for a little more work and to a final, final. Thank you for pointing these things out.

Tangled-Universe

Looking very good Bob :)
I second Dune's advices and I'm looking forward to your next version.
I never used windows before in TG2, so I have no idea if this idea will work, but can't you simply reduce the transparency of the window from 0.99 to, I don't know, 0.9 or something?
It's cool to see a little bit of the inside in between the glossy reflections of the surroundings.

For brightening up the lighting you could also try this at a later point maybe:
http://forums.planetside.co.uk/index.php?topic=10869.msg113503#msg113503

Good luck!

Martin

choronr

Quote from: Tangled-Universe on November 03, 2010, 04:49:32 PM
Looking very good Bob :)
I second Dune's advices and I'm looking forward to your next version.
I never used windows before in TG2, so I have no idea if this idea will work, but can't you simply reduce the transparency of the window from 0.99 to, I don't know, 0.9 or something?
It's cool to see a little bit of the inside in between the glossy reflections of the surroundings.

For brightening up the lighting you could also try this at a later point maybe:
http://forums.planetside.co.uk/index.php?topic=10869.msg113503#msg113503

Good luck!

Martin
Thank you Martin for jumping in. I've read through your suggested thread and find it interesting. As of now, I'm just about at the point of satisfaction with some of the changes I've made. A few more test tweaks and cropped renders; and, I think this will be a final, final. It is interesting that the image has taken on a whole new look with these changes. Hopefully, I should have the final render sometime tomorrow.

I've been interrupted by having some dental work done today and have a lot of catching up to do with this work; and, reading through some of the new threads.

Bob

choronr

I feel much better about this one.  The suggestions offered by 'Dune' were applied and included the following:

•   The cabin windows now include a gray color shader to which a reflectivity is attached with a setting of 10.

•   The grass patches size were reduced and spacing reduced.

•   Added a fill light - a sun 180 degrees opposite the facing sun set at 1/2 the elevation of the facing sun; and with strength set very low.

•   Finally, the tree trunks' bark ( in the model's Paers) is set to be much lighter.

This was a great learning experience; a project to refer to for future creations.

Bob