Planetside Software Forums

General => Image Sharing => Topic started by: dandelO on January 30, 2015, 10:39:37 AM

Title: Ringo
Post by: dandelO on January 30, 2015, 10:39:37 AM
Just a test render of an object file I made for a pal, rendered in Terragen.

Cheers!

[attachimg=1]
Title: Re: Ringo
Post by: dandelO on January 30, 2015, 10:40:22 AM
External obj file.
Title: Re: Ringo
Post by: Dune on January 30, 2015, 10:40:51 AM
Cool. It almost looks like they're having fun. Strange association I'm getting.
Title: Re: Ringo
Post by: Kadri on January 30, 2015, 10:45:08 AM

Do you use image maps or only fractals Martin?
Title: Re: Ringo
Post by: inkydigit on January 30, 2015, 11:42:13 AM
Quote from: Dune on January 30, 2015, 10:40:51 AM
Cool. It almost looks like they're having fun. Strange association I'm getting.
You'll never listen to Holst in the same way again! Lol
Neat stuff M
I was looking for John, Paul and George!
:))
J
Title: Re: Ringo
Post by: dandelO on January 30, 2015, 12:22:00 PM
Thanks, folks.
Kadri, I used both. The planet surfaces are a mix of fractal and images. It can be shaded any way, if you remove the maps, the fractal will take over, just need to adjust the colours to suit.
The rings are also using maps. I will make them solely using functions soon, like I did in my older faux-Saturn projects.

It has been a really testing project, actually. Shadow casting was a bit of a pain(!) and also lighting with a Sunlight node when the default planet is disabled proved a lot of hassle! It seems that when the Sun is at or, below, '0' elevation that it still 'thinks' that there's an occluding planet surface there and no light gets through, even when the objects are below '0'.
I think a Lightsource node will work better. I haven't tested that, though... What I'd really like to do is to just use a little Luminosity so the rings can be viewed from any angle, regardless of lighting direction, a 'shadow exlcusion' Luminosity function would be ideal. Is that possible? I haven't managed to figure that out yet. I think some 'Get Ray Origin' tricks might be the way to go.

I'm done with it, at least for a while anyway, I've hurt what little brain I have over this last few days trying to make a universal model that works in most lighting situations.

Cheers! :)
Title: Re: Ringo
Post by: Kadri on January 30, 2015, 01:07:30 PM


Thanks Martin. Yeah lighting seams a little problematic sometimes.
I haven't got the need to play with it much for now but i can see your problem.
Title: Re: Ringo
Post by: bobbystahr on January 31, 2015, 07:47:05 PM
Jason x 2 and Ulco got off the good lines so I'll stick with freakin great man...good luck on the procedural rings.