Thanks for the improved objects rendering Planetside

Started by Kadri, March 01, 2010, 07:41:21 PM

Previous topic - Next topic

Kadri


TG2 objects rendering frustrated me a lot . It seems not anymore !

The new 2.1 version looks very good. The pictures are speaking for themselves .

It wasn't my fault it seems . The most that frustrated me that everyone but me used objects so easily in TG2   ;D

Thanks Planetside . Now i can finish this and the other images i had in mind .

Kadri.

MGebhart

Marc Gebhart

Henry Blewer

It you turn off raytracing of objects, you can experience the difficulty again.  ::)

I am glad this has worked out for you. I am still having difficulties with image maps. But I have not tried much since I tried to make Dune some Longhouses.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Kadri

Njeneb i didn't try image maps. But i am so addicted to Lightwave for object texturing , TG2 is like Blender to me in this aspect .
But i don't know if it is only me , or should TG2 really have better texturing methods for imported objects . My feelings are on the latter .
Subjective ...  But i like TG2 so much i will try texturing in TG2 ones more .

If i could make use of UV mapping it would maybe easier . But this is the least thing i tried in 3D .

Anyway . Everyone has his own problems  ;)

What kind of difficulty do you have with image maps , Njeneb ?

Kadri.

Kadri

And by the way ; Matt if you haven't time or don't care , you can say that  my models where the weirdest ones  :)

I know that they are not very good (too much polygons and such) from a technical side.
But why did i had so much problems ? Nearly no one did say anything about objects problems like me here in the forum ?
Is there an easy answer ? Just curious .

Cheers.

Kadri.

Henry Blewer

The way that other 3D renderers/modelers use image maps is more intuitive. I just do not seem to grasp how T2 handles UV or other types of mapping.

On the other hand, I have gotten good enough using power fractals that this is less of a problem. I prefer proceedural textures anyway. They use less memory than image maps.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

Kadri


The objects i want to make are not suitable for power fractal texturing except dirt and so :(
I wish i made Babylon 5 type models  :)

Cheers.

Kadri.

Jack

use silo for texturing it is superb and so simple  ;)
My terragen gallery:
http://wetbanana.deviantart.com/

Kadri

Quote from: wetbanana on March 02, 2010, 12:16:07 AM
use silo for texturing it is superb and so simple  ;)

Maybe i will. Do you use the models directly or over Poseray , Webanana ?

I am curious if after the 2.1 version the objects do better import directly without poseray .

I think  i will wait for Blender 2.5 . Then i will force me to learn it  :)
My financial position is looking very bad for the near future . The only thing that i am thinking seriously to buy is TG2 for now.

Kadri.

Jack

well poseray has only just started working for me these past few weeks before that i just relied on silo and its fine ;D
My terragen gallery:
http://wetbanana.deviantart.com/

Kadri

Quote from: wetbanana on March 02, 2010, 01:11:36 AM
well poseray has only just started working for me these past few weeks before that i just relied on silo and its fine ;D

Hmm...Interesting! Thanks Wetbanana  :)

Matt

Do you mean the weird dark grain on some of the surfaces, especially near the leading edges of the wings etc.? I don't know for sure, but it looks like you could have duplicate polygons in the same place. That's something you should try to avoid, even if in this instance the ray tracer was able to render it more nicely. (Sorry, you told me not to tell you about bad models and such ;)

If you mean texturing issues, the ray tracer and the micropolygon renderer are designed to render textures in a similar way, except for differences in how they sample/anti-alias the textures. I remember seeing this model before but I don't recall what problem you were describing.
Just because milk is white doesn't mean that clouds are made of milk.

Kadri

I did send the model to Planetside . You can test it yourself Matt if you will . Duplicate polygons are an issue indeed.
Maybe there are duplicate polygons . The one i tested did only had one ngon and no other problems (as far i can see)

I did so many tests and versions i am not sure which model this is quite frankly , but TG2 does render the same model quite nice this time .
I had no problem before in Lightwave . In this aspect TG2 is now in the same level as Lightwave so far with this model .

Texturing is the next step for me. Didn't tried it seriously with objects in TG2 for now .

So , long live the bad modelers  ;D


Edit : http://forums.planetside.co.uk/index.php?topic=7815.0
        http://forums.planetside.co.uk/index.php?topic=7862.0

Thanks , Matt .

Kadri.



Henry Blewer

If you are using Lightwave, there is a tool for removing duplicate polys. In Blender, select all the vertexes. Then press 'w' and use remove duplicates. You have to be careful doing this. If you use smooth polygons next to flat, it's better to have the flat areas have their own vertexes. Otherwise the smooth poly function uses the flat areas to 'round' the object.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

j meyer

Hi Kadri,
just in case you don't know,there are some really good and free tutorials done
by Grant Warwick and although he uses 3ds max you can learn lots of stuff
about some basic hard surface modeling techniques in general.
Just google Grant Warwick Tutorials and you should find them easily.