"No, sorry. It's 'Sarah Connor', actually. You must have the wrong woman. B'bye for now, Sir!" ... ... "Hey! Nice clothes and boots! And, oh-my! Is that your motorcycle as well? You don't... I mean, I don't suppose, you fancy a coffee, do you, Sir? Oh! What big muscles you have!" ...
Had some fun throwing my friend, Sarah's, new boyfriend around the living room. Don't worry, I'm fine. 'Tis but a scratch.
[attachimg=#]
Cheers! :)
damn hot!
Good one ... I like the eyes' texture!
cool awesome! 8)
this is one of my favorite series.
the font even fits the render too!
So you are really the Bionic Man.
Nice! How long did it render , DandelO ?
Too long, Kadri. ;)
I made 2 final renders for it, one with the clouds and the tarnished robot with RTE and AA of 6 max samples and GI of 3/3, left it running last night, it was over 4 hours!
This morning, I rendered the robot again, on it's own, with cloud reflections only and no 'scrape' shaders on the body, that took under 30 minutes with AA 6 1/4 samples and GI 4/4.
I layered the smooth robot over the dirty one afterwards and erased at it to let some of the scrapes through.
I didn't thought that you used 2 renders for the image !
Thanks , DandelO :)
The one with the dirty robot was too noisy all over, it didn't look like nice reflections at all.
Quote from: dandelO on September 27, 2010, 07:45:06 PM
The one with the dirty robot was too noisy all over, it didn't look like nice reflections at all.
I see ! Is it a TG2 thing ? I haven't tried many things with TG2 yet. Can we blur reflections on objects.
Would this or some other way made the noisy object look better , DandelO ?
Edit : Found this http://forums.planetside.co.uk/index.php?topic=7109.msg75712#msg75712
"(Terragen really isn't the best renderer to be doing complex reflections with, anyway Wink )" Reflections can be problematic it seems as like some other renderer's too of course ;)
It was more down to the fractal's effect on the surface really, fractals are quite erratic. I'll post a couple of shots of how different they were...
Here's a scraped one as it came out of the renderer, you can see his nose is broken and the lower half is really noisy. All the faults are from the small-scale fractal scratch shader. You might notice, the scratches are quite symmetrical, too:
[attachthumb=#]
And here's the completely smooth one, looks great but, not like it's been through battle and fire. And, he still has a nose: ;)
[attachthumb=#]
Gosh! Who made that robot?
Cyberdyne Systems. ;)
Check J Meyer's thread, here... http://forums.planetside.co.uk/index.php?topic=10811.0
Doomsday is upon us! :run:
Quote from: dandelO on September 27, 2010, 08:39:00 PM
It was more down to the fractal's effect on the surface really, fractals are quite erratic. I'll post a couple of shots of how different they were...
Here's a scraped one as it came out of the renderer, you can see his node is broken and the lower half is really noisy. All the faults are from the small-scale fractal scratch shader. You might notice, the scratches are quite symmetrical, too:
I see , thanks DandelO :)
You can also blur reflections, Kadri, yes.
Use 'reflection softness' for this, that's when you will also need to think about ray traced 'reflection samples', in the second tab of the shader. The samples have no effect until softness is enabled.
Quote from: dandelO on September 27, 2010, 08:51:36 PM
You can also blur reflections, Kadri, yes.
Use 'reflection softness' for this, that's when you will also need to think about ray traced 'reflection samples', in the second tab of the shader. The samples have no effect until softness is enabled.
Thanks :)
As for the symmetrical fractal scratches:could the symmetry be caused by the
objects UVs maybe?
Nice fire btw.
Quote from: j meyer on September 28, 2010, 10:23:57 AM
As for the symmetrical fractal scratches:could the symmetry be caused by the
objects UVs maybe?
Nice fire btw.
Exactly, Yes.
Here's the map of the fractal on the model. You can see it has perfect symmetry from the centre of the model.