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Vue F.A.Q (Last Updated: 2024 Nov 26 6:57 am)
Hi Xav, Wish I could expalin all in details as how its done. There is a limit to the number of text (max at 2000 characters). Let me tell you how I know. I did a brief discription and when I click reply, it tells me that there is a limit for 2000 characters only...thus I can't post. After that, when I responded and started reducing the text, the page (internet) hang up on me. I am too tired to go over it again. The best way is to have a screen shot of the Vue scene file. Hello Diane, yes, there is some post production work done (I did indicate using Photo Paint) may be 2 to 5%...the little ripples, swirl motion of water and a slight smearing of the jaggies of the Carex leaves nearest you. I wish Vue has this minor plugins integrated and we can all say "its all done in Vue". Nothing else can be done faster or better them a 2D program. The rest is all solid Vue work and Poser for posing and exporting. As for the Bass texture, yes its customised and not from Zygote. You may see another version at of the Bass done almost two years back at Zygote.com gallery under "Hall of Fame". That was my very first Poser image ever posted. Thank you both very much for the rating. Not only reflect on the artist, but also the viewers that knows what they are looking at :) Bill
Oh Xva..forgot to add this in. A few people have asked in private mail as how the "splashes" and trailing like water droplets was done. Yes....its all Vue! Something I wanted to do in Bryce4 (possible but time consuming) a long time ago. If you follow Bongo's post about scruplturing...that is in Terrain editor, in Paint, start 'digging' till it looks like what you want. After that, apply "underwater" material or "fake caustic" and play with transparency %tage /fade out colours/Tuberlence effect and also function (Bump Chipped was used in my case). In Terrain editor, use clipping and multiplcation for resolution, also use the "Erode" features to round off the sharp edges of your 'splash' trerrain painting. Hope this gives you some insight. Bill
Well, hey Bill. I remember that picture VERY well--I used it for a desktop for awhile. I love that one too--and marveled at the texture and the whole composition. You do terrific work. Thanks for your reply. As to the post work--I've said it before--whatever it takes. I'm not one who believes that it has to be 'pure' whatever. I'm certainly getting tempted by Vue except that this is totally a late night hobby for me and I don't know if I can justify another 3D app since I have Bryce already. Diane
Hi Bloodsong, yes, I painted it from the top. You can try and round the side. The idea is to break them terrain up into pieces of 'fragments'. As water streams down, certain area can be as thin as a ribbon cloth, and the attached droplets are always not that round but rather smooth and irregular due to gravity as it comes down. I started of with a normal terrain. In Terrain editor, go to "paint" and start digging randomly. Before you do this, refer to the manual for the various option like brush setting/size/strength/altitude/softness setting etc.. The whole idea is to treat that loaded terrain as a 2d lump of mass with certain thickness. You want to flatten certain areas and puncture them with holes. Ceratin areas are still joint though you want them to be as fragmented as possible. At the end of it all, your target is a splash like 2d image but with various thickness. From here, apply liquid material to them and pay attention to the transpareny %tage, clear to murky, and the use of complimentary colors of you scene for the fade out color. The ideal here is to have it as transulent as possible. Once that is done, you can dulicate as many as you want. Rotate and size them in any diretion to have various variation. Work in layers at this and have their color vary slightly for depth effefects (sort of like for transmap hair method). Place them where they make things look real. Btw, the curve outward is by painting through at the edges. It can be a slant or slope too. Bill
Oh Diane, thank you. I did not know you were an admirer of that image. It one that get got me artist of the month. This are all hobby to me too. Anyway, if you have the extra, go get Vue3. I am also anticipating Terragen V1.0 As texturing, its the most important to me beside MT and the accuracy of a model. No matter how good the MTs are or how good the model in realism, without certain degree of realism for texture, the image of it won't be convincing enough. That's how I got started and get the kick out of it...texture first :) Bill
Hi Bongo, Please hold on to it, you need every bit of your brain to keep things going on here. You are a pioneer, remember that :) Hello Xav and Diane, forgot something. Please note that using the terrain, things are flat on one side. So facing the right to the cam is important. If you observe the bass's body from the gillcover down, you notice that there is a membrane like layer over its body. Now, that suppose to be continuos water residue on the scaled body to indicate "wettness". It is basically a premitive cone place halfway through the fish. If a certain reflection value (Global Reflectivity)is applied to it (in Material Editor) and the "Blurred Reflections" stay at "O" %, you would get a more shinning look (I did not do that)....just use "Tropical Water" with setting in Terrain profile at "Stockade, Chipped Bumps in function, clear to murky at 40%, Refraction Index at 1.05, Global transparency at 100%, (In Effects)- "Diffuse" at 60% and "Ambient" at 40% and "Tuberlence at value 4. Infact this is the same material preset I created and use for the splash too. You all have to play around for better things to turn up, but I amjust contented for the moment with this setting...yoo tired of it, I guess :) Bill
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Hello, it's a special mail to force tesign to explain the picture "hungry bass" : say all in detail or... It's a joke. (you could find that picture in the vue gallery). Xav