Planetside Software Forums

General => Image Sharing => Topic started by: bla bla 2 on February 13, 2011, 04:29:42 AM

Title: Course road cars
Post by: bla bla 2 on February 13, 2011, 04:29:42 AM
Course de voiture dans le désert d'amérique.

Race car in the desert of America.  8)
Title: Re: Course road cars
Post by: Henry Blewer on February 13, 2011, 08:16:21 AM
This is a very good beginning. The car models and the setting are well done. I wish I knew what to do about the patchy headlights.
Title: Re: Course road cars
Post by: Kevin F on February 13, 2011, 08:23:18 AM
Quote from: njeneb on February 13, 2011, 08:16:21 AM
I wish I knew what to do about the patchy headlights.

turn off glow in atmosphere for each light source.
Title: Re: Course road cars
Post by: inkydigit on February 13, 2011, 08:42:05 AM
a great start for sure, looking forward to the next one!
:)
Title: Re: Course road cars
Post by: dandelO on February 13, 2011, 09:43:52 AM
Looks great apart from the grain.

I'd use high luminosity in the shader for the headlamps instead of any light sources. That way, if you use GI to render, the luminosity will light up the atmosphere and surfaces around it without that graininess being a problem.

Title: Re: Course road cars
Post by: TheBlackHole on February 13, 2011, 10:25:27 AM
I think you need to turn up your atmo samples.
Title: Re: Course road cars
Post by: dandelO on February 13, 2011, 10:29:03 AM
You'd be turning the samples up to a ridiculous level to get rid of light source grain, I don't think it would be practical to do that, render time would sky-rocket.
Title: Re: Course road cars
Post by: dandelO on February 13, 2011, 11:04:05 AM
In fact, I've actually overlooked something. It might be easier and more practical nowadays, as The Black Hole said, to raise atmo samples but also, using ray traced atmosphere. I just tested with 64 atmo samples and AA=3. It's still a little grainy but much better than it was before in this situation.
Luminosity glow looks much cleaner than a light source glow but you do need high render/GI settings(atmo samples isn't as important as it is when using light sources) to get the best out of it. Experiment.
Title: Re: Course road cars
Post by: Dune on February 14, 2011, 03:57:10 AM
Or add a very low fog, blended by a camera inside the lights, and light that up...
Title: Re: Course road cars
Post by: choronr on February 15, 2011, 01:44:14 AM
Great work; based on the above suggestions, you should be able to eliminate that graininess.
Title: Re: Course road cars
Post by: Mandrake on February 16, 2011, 02:10:34 PM
Also make sure your scale is right, if everything is 40 to 60 times larger then it should be the light problem will be hard to fix.
Title: Re: Course road cars
Post by: bla bla 2 on February 20, 2011, 10:59:17 AM
Ok, merci. Je regarderai un peu plus tard car je sais pas trop faire cette technique.

Sinon, voici une autre course de voiture.


Ok thanks. I will see later because i don't know this technique very well.

Otherwise, there is another car's race.