|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
A quick test (ha! 4 hours) to see how SSLT handles an open mesh.
There are 2 meshes in a union with the texture applied to the union.
--
Regards
Stephen
Post a reply to this message
Attachments:
Download 'cloak02a1y1_.jpg' (304 KB)
Preview of image 'cloak02a1y1_.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am 14.03.2011 19:44, schrieb Stephen:
> A quick test (ha! 4 hours) to see how SSLT handles an open mesh.
> There are 2 meshes in a union with the texture applied to the union.
>
SSLT may work sufficiently good with open meshes in /some/ cases, but I
don't expect this to be the case in every situation (for instance I
expect it to break down for illumination from the back).
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 14/03/2011 7:11 PM, clipka wrote:
> Am 14.03.2011 19:44, schrieb Stephen:
>> A quick test (ha! 4 hours) to see how SSLT handles an open mesh.
>> There are 2 meshes in a union with the texture applied to the union.
>>
>
> SSLT may work sufficiently good with open meshes in /some/ cases, but I
> don't expect this to be the case in every situation (for instance I
> expect it to break down for illumination from the back).
OK I'll try that and see what happens.
An overnight render as I posted a 7 hour rendered image without changing
the text.
PS will inside vector affect it? It is pointing up ATM.
--
Regards
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am 14.03.2011 20:15, schrieb Stephen:
> PS will inside vector affect it? It is pointing up ATM.
No, the SSLT code does not test for insideness (except where required
for intersection testing, i.e. with intersections or differences).
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 14/03/2011 7:31 PM, clipka wrote:
> Am 14.03.2011 20:15, schrieb Stephen:
>
>> PS will inside vector affect it? It is pointing up ATM.
>
> No, the SSLT code does not test for insideness (except where required
> for intersection testing, i.e. with intersections or differences).
OK, remember this is R3. With two spotlights in a light group it seems
much faster rendering.
--
Regards
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 14/03/2011 7:15 PM, Stephen wrote:
> OK I'll try that and see what happens.
As expected the backlight spotlights shine through and lighten the
model. I attach the image for comparison.
BTW Differencing the JPGs shows a blocky-ness around the outline that
the PNGs do not have.
--
Regards
Stephen
Post a reply to this message
Attachments:
Download 'cloak02a1y1a_.jpg' (304 KB)
Preview of image 'cloak02a1y1a_.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am 15.03.2011 10:40, schrieb Stephen:
> BTW Differencing the JPGs shows a blocky-ness around the outline that
> the PNGs do not have.
No surprise there. Block artifacts - however subtle - are a virtually
inevitable feature of the lossy JPG compression.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Btw, I'm wondering if SSLT could be used for something else than
making objects look like made of wax. (Ok, you could argue that this
object could be made of plastic. Not a very large difference, though.)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 17/03/2011 4:48 PM, Warp wrote:
> Btw, I'm wondering if SSLT could be used for something else than making
> objects look like made of wax. (Ok, you could argue that this object
> could be made of plastic. Not a very large difference, though.)
>
You have a point.
From what I've read about the next release it should be easier to make
a different look.
And quicker to render, change, render...
--
Regards
Stephen
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |