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Oops, meant to put a link to the robot's web site:
http://www.c0d3m0nk3y.com/gallery/robot.html
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And here's a higher resolution render (so far).
I realized I need to randomize the crackle to keep creation of the same object
from resulting in an exact duplicate.
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Attachments:
Download 'golem01.jpg' (250 KB)
Preview of image 'golem01.jpg'
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"jceddy" <jce### [at] gmailcom> wrote:
> I think this could be pretty cool in an image using radiosity to make the red
> really glow, but haven't had the patience to do any kind of test render yet.
That would be really cool. Here is an image that uses glowing media with
radiosity. (I will be releasing the source into the Object Collection under the
CC-LGPL licence within the next few days.)
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Attachments:
Download 'spheresweep_lanes.jpg' (46 KB)
Preview of image 'spheresweep_lanes.jpg'
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> Thanks for the help, guys.
>
> I changed the component from .gray to .red. I also found that I was able to
> decrease the max_gradient a bit, and now the image renders in about half the
> time it was previously.
>
> Also simplified the max() to take 4 args instead of nesting.
>
> I modified the iso to subtract the inverse of the crackle pigment, as well...I
> realized belatedly that this actually works better for when I'm composing it
> into the object it fits into, since I know the result takes up *at least* the
> space that the original rounded cylinder did. I did have to increase the size of
> the bounding box a bit so stuff sticking out on the ends of the cylinder don't
> get cut off.
>
> I avoided using fn_superellipsoid because it didn't give me quite the control I
> wanted.
This was only an option. It's obvious to me that it don't fit in all
situations.
>
> I attached an image of the working cylinder.
>
> I'll try to remember to post an image (at least a rough draft) of the thing I'm
> working on that will use it.
>
> I think this could be pretty cool in an image using radiosity to make the red
> really glow, but haven't had the patience to do any kind of test render yet.
>
In version 3.7, use emission in the finish for the places that are
suposed to glow.
That way, they will provide some lighting to the rest of the scene.
For your first tests, only use this radiosity block in your
global_settings block:
radiosity{}
Now, reduce the intencity of your lightsource and go play with radiosity
a bit...
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> And here's a higher resolution render (so far).
>
> I realized I need to randomize the crackle to keep creation of the same object
> from resulting in an exact duplicate.
>
For that, you can use a macro and a random stream.
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