cckens opened this issue on Oct 07, 2003 ยท 8 posts
cckens posted Tue, 07 October 2003 at 10:45 PM
Blue, The shader for "that pupp" is all two texture maps compiled in PSP8 for two different UV maps. As you surmised it is about 7 different layers EACH of grime with masks and deleted selection. Doesn't take long to do, just need to keep adding to the "morgue" to get more dirt and grime masks (Digital cameras are godsends for this) and environment shots. That's the only trick to it. Mateo, The GI was rendered with a white background, grey backdrop, and two spots. The trick is not to overdo the lighting. GI will take the white BG and use it as the general illumination for the scene. The two spots (10% and 25% brightness) are just for clarification of the object in the frame. The soft shadows check box is used on the lights' effects tab, and that takes care of that. Angular fall-off is what gives the light the sharpness. Turn up the angle and the light becomes softer at the edges. Best bet on GI renders? Turn off ambient brightness in the scene tab. Until you are sure how the final layout of a scene will be lit, leave off using ambient light. It tends to skew the natural feel of the lighting and takes a little more render time. Play with it only when you have time to do multiple test renders for a final image. Still working on the door. I'll let y'all know when it enters eval for Free Stuff. Ken