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Make sure your objects have an ambient component and that you set the
global ambient (ambient_light) value higher than normal. The 'radiosity'
stuff takes the place of the ambient component, and if you have no
ambient, you have no radiosity.
-Nathan
Kyle wrote:
>
> Yeah, I didn't think it would really. I had tried a rendering w/
> radiosity but strangely, didn't see a difference really. Maybe I'll try
> that again. You like the plant! You really like the plant! I knew it
> was a winner :-) Thanks for the comments Mr. Tyler.
>
> Kyle
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I, too, like the plant, and I want to know how you did it... are you
releaseing the code soon or just going ot tease us with a cool image and let
us figure it out?
Josh English
eng### [at] spiritonecom
Kyle wrote:
> As the title indicates, here it is. This is a scene I'm working on for
> a computer game. It's not finished yet, obviously. It's actually a
> hallway in a hospital in the future. Like the plant? I'm not sure what
> to do for the wall texture. By the way, would this image benefit in any
> way from Nathan's photon patch? Just curious. DOH!! I just noticed
> this, it looks like that ledge on the right side wasn't quite up against
> the wall, There's a bunch of light streaming in behind it! man that
> stinks...
>
> Any suggestions?
>
> Kyle
>
> ------------------------------------------------------------------------
> [Image]
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Hmm...yes, perhaps I will share the wealth. It's a Moray UDO file that
I will post in the moray.binaries newsgroup right now. I can post the
actual POV code if you would like, (though it's 900KB) so I don't know
if it's worth THAT much to you. I'll go post the Moray file now.
Kyle
Josh English wrote:
>
> I, too, like the plant, and I want to know how you did it... are you
> releaseing the code soon or just going ot tease us with a cool image and let
> us figure it out?
>
> Josh English
> eng### [at] spiritonecom
>
> Kyle wrote:
>
> > As the title indicates, here it is. This is a scene I'm working on for
> > a computer game. It's not finished yet, obviously. It's actually a
> > hallway in a hospital in the future. Like the plant? I'm not sure what
> > to do for the wall texture. By the way, would this image benefit in any
> > way from Nathan's photon patch? Just curious. DOH!! I just noticed
> > this, it looks like that ledge on the right side wasn't quite up against
> > the wall, There's a bunch of light streaming in behind it! man that
> > stinks...
> >
> > Any suggestions?
> >
> > Kyle
> >
> > ------------------------------------------------------------------------
> > [Image]
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Only one door eh? Must be a specialists hospital :)
I don't think photons would apply well here, unless those indirect
lights were semi-transparent when lit. Wall texture seems fine to me.
Not so sure about the "ledges" though. Wood-grain running perpendicular
to the length? To each his own, heh-heh. Looks like you also need to
match up those ceiling beams to the apex.
Kyle wrote:
>
> As the title indicates, here it is. This is a scene I'm working on for
> a computer game. It's not finished yet, obviously. It's actually a
> hallway in a hospital in the future. Like the plant? I'm not sure what
> to do for the wall texture. By the way, would this image benefit in any
> way from Nathan's photon patch? Just curious. DOH!! I just noticed
> this, it looks like that ledge on the right side wasn't quite up against
> the wall, There's a bunch of light streaming in behind it! man that
> stinks...
>
> Any suggestions?
>
> Kyle
>
> ------------------------------------------------------------------------
> [Image]
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
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Nice. Well, It misses something, a feel to it. small curtains??
And, some more plants, yes :-)
whoo, more...A bit more filtering lamps... perhaps move them away from the
wall(some metal hanging on theem)
overall a good image.
hmm, make a plant macro soon ?
--
//Spider
[ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
"Marian"
By: "Sisters Of Mercy"
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The more I look at this and think about it I'd decide to make it a
contemporary image (the future isn't all it's cracked up to be, or
hasn't been so far). Something like an old dusty looking clock on the
far wall with Roman numerals on it, don't know if the blue cones on the
walls are meant to be lights or not, but I'd put some small hanging
plants in them. Yes definitely another door or two. A broom in the
corner. Don't think I've ever seen a floor reflected in a sky light
like this before, but ther's a first time for everything.
Really nice plant by the way, it should be a bit closer to the camera
so that we can see it a bit better.
The door seems to be a bit lost here, can't really see any features in
it, I'm sure you didn't just create a plane door.
Great image.
Cheers
Steve
Kyle wrote:
>
> As the title indicates, here it is. This is a scene I'm working on for
> a computer game. It's not finished yet, obviously. It's actually a
> hallway in a hospital in the future. Like the plant? I'm not sure what
> to do for the wall texture. By the way, would this image benefit in any
> way from Nathan's photon patch? Just curious. DOH!! I just noticed
> this, it looks like that ledge on the right side wasn't quite up against
> the wall, There's a bunch of light streaming in behind it! man that
> stinks...
>
> Any suggestions?
>
> Kyle
>
> ------------------------------------------------------------------------
> [Image]
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