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Heather's Final Nightmare?
Heather's Final Nightmare?
Comments: 8
rashadcarter1

29.03.2024, 05:02








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The Room V 3
The Room V 3

            

The Room V 3
Description: Almost the same set up. One more character, Teds brother. Changed a few of the textures and took the advice for using lots of radial lights. Personally, I think it looks much better. Shadows are not annoying. So better? worse? same? Thanks to everyone.
Added by: connorzelinsky
Keywords: room, ted, break, in, sci, fi
Date: 09.30.2008 23:25
Hits: 3640
Downloads: 91
Rating: 0.00 (0 Vote(s))
File size: 516.7 KB
Previous image: Hotel Room Scenario Pro Render Compliant
Next image: The Room V 2



Author: Comment:
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
-

Much better. Without a doubt. The addition of the brother is right on. I actually think based upon the thumbnail that you might consider further renders of this interior from other angles. It is very cool the way the scene has maintained a very similar tonal dynamic to the original. The lighting is clearly far better in this second version, but the differnece is somehow subtle. You are on the right track surely and are ready to take it one tiny step further. I might suggest that if by any chance there is ambient glow, disable it and allow the radials to do the ambient work. Actually it just occured to me the reason the difference between the renders is not much more dramatic, I think I can see what is happening and how to fix it.
Clearly though, you defintely will need to use ambient glow for the glowing buttons and the like, lcd displays, all that stuff needs ambient. The grey colored panels these displays are mounted on however do not need to glow because the grey panels themselves are not displays. What you might need to do is to "mask" the tech material in Photoshop, separating the lcd displays from their surrounding grey panels, so that you can place the glowing displays only onto a black background and use it as an ambient glow map. Naturally you want to retain the original texture for the diffuse channel information, only use the black background version for the ambient glow channel, this will restrict all "glow" to the lcd displays only as it should be. Am I making sense? It is similar to creating a blend transparency mask except that you are applying the image as the ambient channel color.

But back to the lighting. First, I should say thanks for trying my advice. I am sure the render was a tad longer but the results are great. So now a couple of questions. Exactly how many lights did you end up using, and what sort of falloff settings did you use? Just curious. with a touch further development you will need to submit this to the Daz Galleries.
10.01.2008 01:28 Offline rashadcarter1 rashadcarter1 at aol.com
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
-

Wow you seem to always have really good advice (and so does everyone else). I am going to try your photoshop idea probably this weekend. The render time was about 7 hours total. My first attempt I realized that the new character was standing in the computer. I used 64 lights, just like you said, but I think one of them replicated out of the room and I was too lazy to bring it back in. As for your second question, the falloff settings, I do not know what that means, but when I do I shall tell you. Its cool that you think it might be good enough for the DAZ galleries. Thanks for all the help with this picture!!!!!!!!
10.01.2008 01:45 Offline connorzelinsky connorz16 at gmail.com
archclan
Member

Join Date: 08.01.2008
Comments: 242
`

Makes me want to create a sci fi scene too hehehe
10.01.2008 02:17 Offline archclan arch_devol at yahoo.com http://www.archclan.deviantart.com
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
fall-off

Fall off is the way the intensity of a light source will fade with distance. In the light lab there are different options for how a light source will fade with distance. the options off the top of my head are:
None: ideal for sunlight simulation
Linear
Squared
Ranged

Example: When you use a radial for Sunlight for a landscape you want to select "none" so that the light intensity does not fade with distance.

Linear is the defaultl setting for a radial and is often the best. Squared is the most accurate falloff though often too extreme for renders. Electromagnetic fields weaken with the square of distance so one would think squared is best but alas one would need to have near perfect scaling to make it work. Likely Linear falloff would have been fine and since you did not know what I was referring to I feel certain the fallof was the default Linear. Works just fine.
10.01.2008 02:37 Offline rashadcarter1 rashadcarter1 at aol.com
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
-

You're right it is Linear. Nice to know I can change it tho. Thanks. !!100th Comment!!
10.01.2008 02:44 Offline connorzelinsky connorz16 at gmail.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
-

The lighting has much improved and the addition of Ted's twin brings the room to life. I have yet to experiment with UV maps. I think you made a good job here.
10.01.2008 06:46 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/


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