Cloister Walkthrough Test Render

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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/iMo...ter13.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.
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Spiffy.

Did you ever wonder why we had to run for shelter when the promise of a brave new world unfurled beneath the clear blue sky?
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Post: #3
Nice,
Near the end it gets kinda bright.

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BinarySpike Wrote:Nice,
Near the end it gets kinda bright.

Thanks.
The ambient lighting was up at 50% during that render. It should really by 25% for the best effect.
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Was reflection...

I don't get over 0.3 on ambeint though make shadows to weak...

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BinarySpike Wrote:Was reflection...
I don't get over 0.3 on ambeint though make shadows to weak...

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%?
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I knew it was ambeint light that made it soooo bright,
the brightness was a reflection though. Smile

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. Grin Grin Grin

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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%.
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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.

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Post: #10
0.333333333333...... is 30% (normal math)

and aoi doesn't use percent values (just floats).

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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.
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*slap in face* LOL

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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.
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DoG
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Post: #14
seems like something that would get a real boost from radiosity rendering.
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Post: #15
Yes, that could do...

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