|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Faboo. Interior of tube is basically what I want, Poser model is
halfway decent (need to make unique ones for each chamber)...need to
touch up rest of it, make walls more complex, more pipes in an
organic-looking mess. Trick is doing it by hand.
Stats:
Scene contains 483 frame level objects; 2 infinite.
Statistics for genomapnewc.pov, Resolution 800 x 600
----------------------------------------------------------------------------
Pixels: 600800 Samples: 4447200 Smpls/Pxl: 7.40
Rays: 57408282 Saved: 10247207 Max Level: 50/50
----------------------------------------------------------------------------
Ray->Shape Intersection Tests Succeeded Percentage
----------------------------------------------------------------------------
Box 913598433 879905280 96.31
Cone/Cylinder 86149052231 7044344293 8.18
CSG Intersection 3179449142 1980832164 62.30
CSG Merge 130590215 4166836 3.19
CSG Union 2948879319 1152180314 39.07
Mesh 266731270 54878221 20.57
Plane 1747477792 936281722 53.58
Sphere 771731398 771645929 99.99
Torus 3932559904 83891944 2.13
Torus Bound 3932559904 104776191 2.66
Bounding Box 14808358995 7003860466 47.30
Light Buffer 26756948797 16022827082 59.88
Vista Buffer 76162862 57321127 75.26
----------------------------------------------------------------------------
Roots tested: 104776191 eliminated: 657425
Calls to Noise: 36267965 Calls to DNoise: 3522570
----------------------------------------------------------------------------
Media Intervals: 198105863 Media Samples: 1006386925 (5.08)
Shadow Ray Tests: 1896938875 Succeeded: 1598518355
Reflected Rays: 27642815
Transmitted Rays: 25318267
----------------------------------------------------------------------------
Smallest Alloc: 25 bytes Largest: 4320024
Peak memory used: 63349224 bytes
----------------------------------------------------------------------------
Time For Parse: 0 hours 0 minutes 4.0 seconds (4 seconds)
Time For Trace: 15 hours 29 minutes 44.0 seconds (55784 seconds)
Total Time: 15 hours 29 minutes 48.0 seconds (55788 seconds)
----------------------------------------------------------------------------
CPU time used: kernel 25.72 seconds, user 52416.31 seconds, total
52442.03 seconds
Render averaged 9.15 PPS over 480000 pixels
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
Attachments:
Download '2002-06-03_genomapnewc.jpg' (58 KB)
Preview of image '2002-06-03_genomapnewc.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Timothy R. Cook" wrote:
> Faboo. Interior of tube is basically what I want, Poser model is
> halfway decent (need to make unique ones for each chamber)...need to
> touch up rest of it, make walls more complex, more pipes in an
> organic-looking mess. Trick is doing it by hand.
>
This does look promising.
What does this actually represent?
If this is something Borg-like, the lights are far too bright,
if this is like a sleeping chamber for long space travel, you
definetely need to use a little warmer light.
Perhaps some bubbles inside the tubes would look great, though
I don't know if they'd show up on this resolution. Or, you
could add some media to make the liquid a little more hazy,
fogged in different parts...
Very good, I hope to see some more of it...
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Tim Nikias wrote:
> What does this actually represent?
Sort of a computer interface thing, somewhat similar to
the navigation chamber on Outlaw Star or the thing Rei
was in in NGE ep 17 (form, not function...possibly akin
to the Outlaw Star nav thing, tho I want the tangle of
pipes at the top from NGE)
> if this is like a sleeping chamber for long space travel, you
> definetely need to use a little warmer light.
If it's a sleeping chamber for LTST, why need light at all... -_-
> Or, you could add some media to make the liquid a little
> more hazy, fogged in different parts...
Actually, I AM using media...hold on, I'll see if I can
render in a reasonable amount of time the same scene without
the reflective/specularly highlit glass and surface texture
of the media...
...I'll post it when it's done. :b
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Har et be, smaller, lesser quality.
The media isn't EXACTLY what I'm wanting, but I'm gonna play
around with the rest of the scene before slamming my head
repeatedly against media again...media's a pain to work with.
The settings that worked fine for my other scene didn't work
at all with this one, etc.
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
Attachments:
Download 'junk.jpg' (25 KB)
Preview of image 'junk.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Timothy R. Cook" wrote:
> Har et be, smaller, lesser quality.
>
> The media isn't EXACTLY what I'm wanting, but I'm gonna play
> around with the rest of the scene before slamming my head
> repeatedly against media again...media's a pain to work with.
> The settings that worked fine for my other scene didn't work
> at all with this one, etc.
>
Hm. Perhaps you should try scattering media
lit from underneath/above...
In my opinion, the media should have more wisps and
layers, if you know what I mean. Something more foggy
at least.
But keep up the good work!
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
The room is mothing to scream about yet, but those poser models are
expertly rendered! They don't have that 'plastic look' to them, plus the
light interaction with them seems to be very close to real. What media
settings did you use?
Timothy R. Cook wrote:
> Faboo. Interior of tube is basically what I want, Poser model is
> halfway decent (need to make unique ones for each chamber)...need to
> touch up rest of it, make walls more complex, more pipes in an
> organic-looking mess. Trick is doing it by hand.
>
> Stats:
> Scene contains 483 frame level objects; 2 infinite.
>
> Statistics for genomapnewc.pov, Resolution 800 x 600
> ----------------------------------------------------------------------------
>
> Pixels: 600800 Samples: 4447200 Smpls/Pxl: 7.40
> Rays: 57408282 Saved: 10247207 Max Level: 50/50
> ----------------------------------------------------------------------------
>
> Ray->Shape Intersection Tests Succeeded Percentage
> ----------------------------------------------------------------------------
>
> Box 913598433 879905280 96.31
> Cone/Cylinder 86149052231 7044344293 8.18
> CSG Intersection 3179449142 1980832164 62.30
> CSG Merge 130590215 4166836 3.19
> CSG Union 2948879319 1152180314 39.07
> Mesh 266731270 54878221 20.57
> Plane 1747477792 936281722 53.58
> Sphere 771731398 771645929 99.99
> Torus 3932559904 83891944 2.13
> Torus Bound 3932559904 104776191 2.66
> Bounding Box 14808358995 7003860466 47.30
> Light Buffer 26756948797 16022827082 59.88
> Vista Buffer 76162862 57321127 75.26
> ----------------------------------------------------------------------------
>
> Roots tested: 104776191 eliminated: 657425
> Calls to Noise: 36267965 Calls to DNoise: 3522570
> ----------------------------------------------------------------------------
>
> Media Intervals: 198105863 Media Samples: 1006386925 (5.08)
> Shadow Ray Tests: 1896938875 Succeeded: 1598518355
> Reflected Rays: 27642815
> Transmitted Rays: 25318267
> ----------------------------------------------------------------------------
>
> Smallest Alloc: 25 bytes Largest: 4320024
> Peak memory used: 63349224 bytes
> ----------------------------------------------------------------------------
>
> Time For Parse: 0 hours 0 minutes 4.0 seconds (4 seconds)
> Time For Trace: 15 hours 29 minutes 44.0 seconds (55784 seconds)
> Total Time: 15 hours 29 minutes 48.0 seconds (55788 seconds)
> ----------------------------------------------------------------------------
>
> CPU time used: kernel 25.72 seconds, user 52416.31 seconds, total
> 52442.03 seconds
> Render averaged 9.15 PPS over 480000 pixels
>
>
> ------------------------------------------------------------------------
>
--
Samuel Benge
sbe### [at] caltelcom
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Samuel Benge wrote:
> The room is mothing to scream about yet, but those poser models are
> expertly rendered! They don't have that 'plastic look' to them, plus the
> light interaction with them seems to be very close to real.
Hmm might be simply the fact they're being lit full-tilt by 3
'spotlights' (ok point lights inside of hollowed spheres with
a hole for the light ^_^;)...usually people try subdued, even
lighting that reaches all parts evenly...tho I do have to give
major kudos to the poser model itself; I like its proportions
better than the default one's...it still can't pose worth crap
though, which is why the metal band in the middle's there;
moving the legs at all screws up the pelvic region.
Suggestions for room-filling?
> What media settings did you use?
Looksa somesin' lika zis:
#declare Water_Interior = material{
texture{
pigment{
color rgbt <0.0, 0.5, 0.0, 0.8>
}
}
interior{
caustics 0.75
media{
samples 1,2
variance 1.0/5.0
ratio 0.071
absorption rgb <0.75, 0.0, 0.0>
emission rgb <0.0, 1.0, 0.8>
scattering{
4, rgb <0.642857, 0.857143, 0.785714> // rayleigh scattering
}
density{
cylindrical
}
}
}
}
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Timothy R. Cook wrote:
> Suggestions for room-filling?
Well, it needs some technologifying done to it. Maybe thin, flexible,
semi-transparent circuits coming from data storage units attached to the
walls. Gravity plating for the floors, air-recycling wall panels,
computer interfaces hanging from the ceiling, stuff like that.
>
>> What media settings did you use?
>
>
> Looksa somesin' lika zis:
<clip>
You mean you didn't use media for the humans? They look pretty good , like they did
have scattering media.
--
Samuel Benge
sbe### [at] caltelcom
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|