Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Carl on August 27, 2001, 05:42:00 am
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(http://www.warpstorm.com/ubb/uploads/998912529.JPG) heading off into the unknown...
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What is ray tracinig by the way?
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GTD Excellence ("http://freespace.volitionwatch.com/excellence") Webmaster
NeoHunter< [b][email protected][/b] >
Not to mention a FREDder! :)
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Nice render dude
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Got to be Psychopathic to use TS
United Space ("http://freespace.volitionwatch.com/us/dowabout.shtml")
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Originally posted by NeoHunter:
What is ray tracinig by the way?
It traces rays (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)
I mean it traces the rays coming from light sources. Makes for some nice shadows and stuff.
Radiosity, on the other hand (you're going to hear the term sometime anyway) is calculating the reflections of light off objects and how the reflected light affects other objects.
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Ray tracing.........wonder if 3D Studio Max R3 has this feature....... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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GTD Excellence ("http://freespace.volitionwatch.com/excellence") Webmaster
NeoHunter< [b][email protected][/b] >
Not to mention a FREDder! :)
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3dsmax has had full raytrace support since version 2.0.
You might want to download the rayfx update from http://www.blur.com/blurbeta ("http://www.blur.com/blurbeta") as it has more powerful effects like better BSP division and area shadowing, as well as being more efficient.
MAX has radiosity (global illumination) support from various plugin renderers, the best of which are lightscape (standalone architectural type thing...VERY photoreal but a pain to setup and very slow), Brazil (still in beta, but kicking *** ), and Mental Ray (hugely expensive hi-performance all-in-wonder)
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I'm sick and tired of being sick and tired!!
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about radiosity: in my Truespace 4.2 demo i can't get it too look right. there is never enough ambient lighting. suggestions?
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I really like your effects in this one. But the back engine shouldn't be visible like that from such a shallow engine - that's what the engine baffles are for. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
(http://www.3dap.com/hlp/staff/setekh/deimos-cap.jpg) ("http://dynamic.gamespy.com/~freespace/hosted/array/imgarchive.php?image=87")
(http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
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How did you manage to cut off the engine glow so sharply? I'm working on something similar (a Deimos with that angle) and haven't managed to get it right yet...
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Originally posted by Thunder:
How did you manage to cut off the engine glow so sharply?
masks? I do this way, it's very easy (well I did when I made glows in post prod)
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your beamglow is f'ed up - like usual
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is that all you can do Kazan-Criticize people's work?...... you've started being like that ever since Avenger started taking "your programs", please just fix your attitude jeez.
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-Director of the staff of Hidden Terror. ("http://www.hiddenterror.f2s.com")
-Fleet Admiral of The Ancients Armada ("http://ancientsarmada.cjb.net/")
The fear always controls our attitude, let us fear no more!
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Originally posted by Kazan:
your beamglow is f'ed up - like usual
yeah, that's not very... constructive...
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Dump the as usual part and it would be err... bye...
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Originally posted by Kazan:
i can't make renders, so i'll make fun of other people's instead
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C'mon guys, it was a bad call on Kazans part but he won't do it again.[/i] Right Kazan?
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Yeh, unless he would like to have the privelige of being the first (and last - *glances around menacingly*) person to be banT twice from the HLP Forums.
Originally posted by Thunder:
How did you manage to cut off the engine glow so sharply?
What does that glow look like? Half a glow. Guess what? That's exactly what it is. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
I swear, sometimes you're stupid. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) [j/k]
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*heads to ICQ*
*to smack Thunder over the head*