Cloister Walkthrough Test Render - Printable Version
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Cloister Walkthrough Test Render - BeyondCloister - Jan 2, 2005 04:36 AM
Over the last couple of days I've been playing around with Lightwave 8.
Here is a 800 frame test render of a walkthrough a scene I created a couple of years ago. http://homepage.mac.com/cloisterroom/iMovieTheater13.html
It took just over 12 hours to render at a size of 400 x 300 and then I used iMovie to turn it into a web friendly version.
Cloister Walkthrough Test Render - Steven - Jan 2, 2005 11:02 AM
Cloister Walkthrough Test Render - BinarySpike - Jan 2, 2005 01:42 PM
Near the end it gets kinda bright.
Cloister Walkthrough Test Render - BeyondCloister - Jan 2, 2005 04:49 PM
The ambient lighting was up at 50% during that render. It should really by 25% for the best effect.
Cloister Walkthrough Test Render - BinarySpike - Jan 2, 2005 05:01 PM
I don't get over 0.3 on ambeint though make shadows to weak...
Cloister Walkthrough Test Render - BeyondCloister - Jan 2, 2005 05:08 PM
BinarySpike Wrote:Was reflection...
It was the ambient lighting mixed with another light source reflecting off the wall.
When it is rendered with 25% ambient light then it is fine.
Do you mean you don't go over 0.3% or 30%?
Cloister Walkthrough Test Render - BinarySpike - Jan 2, 2005 05:20 PM
I knew it was ambeint light that made it soooo bright,
the brightness was a reflection though.
I use Art of Illusion for my 3D rendering...
so 0.3 is 1/3 of the way to 1.0 (which I think might be 100%)
(aoi doesn't use percent mesurments)
normally you have 0.8 (tooooooo much) in the normal scene...
I like the wall texture...NICE...
the camera movement looking at that thingy was subliminal.
Cloister Walkthrough Test Render - Shivers - Jan 2, 2005 05:22 PM
Nice little walkthrough. The texturing on the walls and grass needed some work. It make have been the reflection and specular that annoyed me, I can't quite tell. It all just seems a bit smooth. Regardless, it looks good. While 0.3 is not 1/3 of 1, 1 is the total and therefore 100%. So by 0.3, he meant 30%.
Cloister Walkthrough Test Render - BinarySpike - Jan 2, 2005 05:24 PM
Moving the light source could have helped with the bright wall but more than likely
mess up the entire scene...
I would have gave the wall texture a little bit less reflection.
Cloister Walkthrough Test Render - BinarySpike - Jan 2, 2005 05:26 PM
0.333333333333...... is 30% (normal math)
and aoi doesn't use percent values (just floats).
Cloister Walkthrough Test Render - Shivers - Jan 2, 2005 05:38 PM
One of the cool things about percents and decimals is how easy they can be translated. 0.33 is actually 33% of 1. 0.34 is 34%. Pretty cool.
But let's return to the topic at hand.
Thinking about it more I think it may not have been necessarily the wall texture but the lack of detail on the wall. Some walls, many in fact, are like yours: completely smooth. The problem was that with that texture it wasn't clear to me what kind of wall I was looking at; I didn't recognize it as something that I have seen in the real world. I should at least be able to understand the material. Don't let me be overly critical. A good slap in the face will shut me up.
Cloister Walkthrough Test Render - BinarySpike - Jan 2, 2005 07:49 PM
*slap in face*
Cloister Walkthrough Test Render - BeyondCloister - Jan 3, 2005 03:53 AM
The textures have suffered a bit from the compression of the frames for web distribution.
The actual surface of the walls is a kind of semi-glossy slightly bumpy surface similar to the paint work I've seen in old office buildings. The actual scene is a fantasy setting so I am not going for the photorealistic look, I'm more going for the kind of look you get in historical reconstruction walkthroughs in documentaries.
I'll be making some changes and re-rendering sometime soon but it does take about 12 hours.
Cloister Walkthrough Test Render - DoG - Jan 4, 2005 04:24 PM
seems like something that would get a real boost from radiosity rendering.
Cloister Walkthrough Test Render - BinarySpike - Jan 4, 2005 09:04 PM
Yes, that could do...