|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I've scaled the asphalt height-field a bit more vertically and moved it a
bit. I forgot to mention that I used a modified version of Rune's velvet
texture for the stem. Added a bit of luminous bloom. Just waiting for the
new beta - hopefully it will solve the anti-aliasing problem.
I don't want to call it a final version anymore - if there's room for
improvement, I want to go for it with this one :)
-Nekar Xenos-
Post a reply to this message
Attachments:
Download 'alleysunflower.jpg' (456 KB)
Preview of image 'alleysunflower.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> I've scaled the asphalt height-field a bit more vertically and moved it a
> bit. I forgot to mention that I used a modified version of Rune's velvet
> texture for the stem. Added a bit of luminous bloom. Just waiting for the
> new beta - hopefully it will solve the anti-aliasing problem.
>
> I don't want to call it a final version anymore - if there's room for
> improvement, I want to go for it with this one :)
>
> -Nekar Xenos-
The aliasing is diminished. Did you use interpolation during the lb step? Also,
did you finally get an .hdr image to work with luminous bloom? I'd like to iron
out all the bugs for the next version.
All-in-all, a great image. Your dedication is commendable :)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> I don't want to call it a final version anymore - if there's room for
> improvement, I want to go for it with this one :)
How about an old tire leaning against the wall in front of the trash can? Easy
and fun to model...
Regards,
Dave Blandston
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Mon, 21 Jun 2010 18:05:01 +0200, Samuel Benge <stb### [at] hotmailcom>
wrote:
> "Nekar Xenos" <nek### [at] gmailcom> wrote:
>> I've scaled the asphalt height-field a bit more vertically and moved it
>> a
>> bit. I forgot to mention that I used a modified version of Rune's velvet
>> texture for the stem. Added a bit of luminous bloom. Just waiting for
>> the
>> new beta - hopefully it will solve the anti-aliasing problem.
>>
>> I don't want to call it a final version anymore - if there's room for
>> improvement, I want to go for it with this one :)
>>
>> -Nekar Xenos-
>
> The aliasing is diminished. Did you use interpolation during the lb
> step? Also,
> did you finally get an .hdr image to work with luminous bloom? I'd like
> to iron
> out all the bugs for the next version.
>
> All-in-all, a great image. Your dedication is commendable :)
>
>
Thanks. Yes I used lb_interpolate_image = 2.
-Nekar Xenos-
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Mon, 21 Jun 2010 16:36:39 +0200, Nekar Xenos <nek### [at] gmailcom>
wrote:
> I've scaled the asphalt height-field a bit more vertically and moved it a
> bit. I forgot to mention that I used a modified version of Rune's velvet
> texture for the stem. Added a bit of luminous bloom. Just waiting for the
> new beta - hopefully it will solve the anti-aliasing problem.
>
> I don't want to call it a final version anymore - if there's room for
> improvement, I want to go for it with this one :)
>
> -Nekar Xenos-
Added diffuse ilumination for the leaves.
Comments welcome.
-Nekar Xenos-
Post a reply to this message
Attachments:
Download 'ally-sunflower-8.jpg' (475 KB)
Preview of image 'ally-sunflower-8.jpg'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Nekar Xenos" <nek### [at] gmailcom> wrote:
> Added diffuse ilumination for the leaves.
>
> Comments welcome.
I like the diffuse illumination but I think the leaves are just a little too
bright now based on the fact the flower is in shade. An overall improvement, in
my opinion.
Regards,
Dave Blandston
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |