Ancient Technology: The Light Trap

Started by Simius Strabus, July 03, 2012, 06:56:25 AM

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Simius Strabus

Why stop dreaming when you wake up?

iMac i7 2.8GHz 8Gb

cyphyr

Good and interesting, no real comments, intrigued where your going to take this.
Richard
www.richardfraservfx.com
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Dune

Very nice concept. I recognize some procedural technology  ;) I like the colors and subtlety very much, although I would shift the trap slightly off center to the right.

Simius Strabus

I need to apply the golden rule: place your object of interest at about 1/3 off center.
Why stop dreaming when you wake up?

iMac i7 2.8GHz 8Gb

TheBadger

OK! How did you go about making the obelisk glow? I cant see from this distance, is the glow shedding light on the surface?

Very nice effect! Cool image/idea.
It has been eaten.

Dune

#5
Luminosity is the key word, Badger. I expect it to be in this case, anyway. Either from default shader or surface shader.

See here: something to play with...

Simius Strabus

Its actually a translucent surface. I want to add 4 smaller thin/narrow columns to the pyramid, but the extra columns don't render well. They are clipped halfway.
This hapend to me before, when using a very rough terrain, with huge displacements. Trying to solve this...
Why stop dreaming when you wake up?

iMac i7 2.8GHz 8Gb

RArcher

You should be able to fix the cut off spires by changing the "Displacement Tolerance" value in the Planet 01 node (or whatever your planet node is).  Use very small value increments until the cropping is fixed.

The image itself is really interesting, nice to see something out of place in the forest.

Dune

Ah, translucent.

Try increasing the displacement tolerance in the planet node for your clipped of displacements.

Dune


Simius Strabus

Thanks for the advice :D
Increasing the displacement tolerance did the trick. Making a cropped render right now. I'll post it when its done.
Why stop dreaming when you wake up?

iMac i7 2.8GHz 8Gb

Saurav

Looking forward to where this heads.

TheBadger

Oh wait, wait! Those are procedural structures, and not objects?!? That does make a difference.

@dune
thank you for the file! Im in a long render now, but I will look this over very carefully when the renders are finished. This all goes to the stuff I posted about illuminated objects and I want to get back to that soon. So i'm glad to get a better understanding here.

Thanks guys.

looking forward to more, Simius
It has been eaten.

Simius Strabus

The whole thing is a stack of simple shape shaders. BTW, increasing the displacement tolerance is having a tremendous effect on render times....
Why stop dreaming when you wake up?

iMac i7 2.8GHz 8Gb

Simius Strabus

Update: I removed the troublesome panels/reflector sss and used 4 objects instead.
Added a reflective layer to the panels, some trees in the foreground. Still something missing.

Thinking of creating an animation. The reflectors are closed at first, slowly opening, moving away from each other as the obelisk slowly emerges from the pyramid.
As the obelisk reaches it final position, it starts to glow, reflectors tilt outward to their final position. Hmm....
Why stop dreaming when you wake up?

iMac i7 2.8GHz 8Gb