Showing posts with label render. Show all posts
Showing posts with label render. Show all posts

Saturday, May 7, 2011

Lighting Catalog - 5/7/11

*Keep text at top*
___

Sc_1:



--
Sc_2:


(Cornea_mat -> Color: Gray Value = .122, Eccentrity = .09, Reflectivity = .05, to fix grey eye problem)


--
Sc_3:  (sorry for the gaps...) ^^;









--
Sc_4:

--
Sc_5:
--
Sc_6:

--
Sc_7:

--
Sc_8:

--
Sc_9:

___
*Keep text at bottom*

Wednesday, May 4, 2011

Test renders

A few things...
- will probably need to break scenes up into shots
- robot eye shader needs to be finalized, re-rigged / work out surface shader in render setup
- we'll need to have one / two people check over the shots before they render, to make certain of proper setup if at all possible, probably should be me and / or Ric

- to be continued most likely...


(Updated Scene 2 below - 5/5/11)


Better?  (Shadow-phobic, I know)


As you can see, there's a ghosting effect due to the AO, but Joseph's working on that.
The other annoying problem is that the Hero Tree won't smooth, and the transparency part of the leaves is showing through in "indirect", "diffuseMaterialColor", and AO, of course.  But I'll try to tweak a little more in the morning.


I fixed the Hero Tree! :D
Turned out to be a differing setting in the smooth mesh part of the attribute editor; I compared the settings with one of the BG trees.
Anyway, what do you think?  (There's no changes with color balance or anything yet in this one.)


The new setup seems to do well for me, here's a render from sc1_sh4.
(Yes, the leaves are changed, they wouldn't work otherwise.)

Can add test renders here as necessary.  (Keep text at the bottom.)

Thursday, October 28, 2010

Pruning Shears

I wanted ya'll to see this and tell me what you think.  I'll ask about it tonight after class, too, and show you the model.












I haven't done any booleans, or chamfer vertex, I just set the cylinder in there and extruded out the top and bottom to stick out more.  It also is just grouped, and not combined yet.