Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: Styxx on April 27, 2002, 12:19:11 pm
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This is a render from a subspace effect I'm working on to be used on animations. It still has some problems, but I think I'll get it soerted out as soon as I have more time to work on it. Comments welcome...
(http://terra.sourceforge.net/images/subspace-render02.jpg)
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Looks good, ship seems a little dark though.
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Cool!
I wonder if you could produce a similiar look with a gradient or 2.
Assuming you don't won't to extract those texes, I mean.
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I'd try using some multilayered noise/perlin marble and cellular maps...could come up with a gorgeous texture then.
Keep the glow effects right down, its easy for them to totally dominate the image (unfortunately)...try putting fewer rays onto the lens flare at the end of the tunnel and making the glow weaker, but adding a second outer glow so it washes the image out.
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Make the tunnel look waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay longer and add some ..err.....roughness to subspace. Try adding a Melt to it.
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beautiful....
Great work, Styxx
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Wow. How'd you do that?
:yes::yes:
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Few cylinders on max, the subspace maps, a glow with gaseous inferno and a couple of lens flares... I'll see if I can get it to look better... but changing it much would make it look too different from the actual subspace effect, so I don't want to mess too much with it...
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Good render. :nod::yes:
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Update...
(http://terra.sourceforge.net/images/subspace-render03.jpg)
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:jaw: :jaw: :jaw: :jaw: :jaw: :jaw:
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ermmm...
(http://members.cox.net/kancho3/Smilies_Angry/jawdrop.gif) :snipe:
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turn the filtering options in the bitmaps rollout in the materials editor to summed area instead of pyrimidal.
Also use the mit-net AA filter, not the scabby area one.
Lookin better though...i still reckon subspace needs to look more complex, its meant to be a quantum foam tunnel thingie....my opinion of FS was it always looked too regular.
Thats just my 2 quids tho
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Originally posted by wEvil
turn the filtering options in the bitmaps rollout in the materials editor to summed area instead of pyrimidal.
Also use the mit-net AA filter, not the scabby area one.
Lookin better though...i still reckon subspace needs to look more complex, its meant to be a quantum foam tunnel thingie....my opinion of FS was it always looked too regular.
Thats just my 2 quids tho
I'll check the first two... but the effect itself will remain the same, or it won't be Freespace subspace anymore, right? ;)
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Originally posted by wEvil
Thats just my 2 quids tho
quids? :confused:
Very nice!! (http://members.cox.net/wmcoolmon/images/yes.gif):nod::yes:
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Originally posted by WMCoolmon
quids? :confused:
You don't know what quids are?!?!?!
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Light up the Hecate..... the lighting in subspace should be donimated by the glows at the end of the tunnel, with smaller uniform blue environmental lighting representing the glow off the sides of the tunnel.
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Big glow at the back. Smaller glows (blues and whites) at a decent distance with some shadow maps to give them some ripples and stuff.
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it looks great, but a bit narrow. in subspace you feel like in a giant tunnel where the walls are so far you can't reach them. here, turn this red/orange and you have the Iwar2 tunnels, where you better fly straight, as one meany could tell ya :D
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It's real nice, but for some reason, the repetition seems too obvious... :o I thought it'd be a little more luminous, too, glowing - if you know what I mean. :)
(http://www.3dap.com/hlp/staff/setekh/cataclysm.jpg)
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Originally posted by venom2506
it looks great, but a bit narrow. in subspace you feel like in a giant tunnel where the walls are so far you can't reach them. here, turn this red/orange and you have the Iwar2 tunnels, where you better fly straight, as one meany could tell ya :D
I agree with Venom. What I would do is shrink the capship down a bit, and add another, one, farther back (and scaled appropriately) so that you really got the feeling that it was immense.
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Stick a battlegroup in there. Spread it all out. :)
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well, actually, the best wold be to do like the actual pof model, a sort of rugby ball.
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Originally posted by Setekh
It's real nice, but for some reason, the repetition seems too obvious... :o I thought it'd be a little more luminous, too, glowing - if you know what I mean. :)
(http://www.3dap.com/hlp/staff/setekh/cataclysm.jpg)
U wanna talk catyclysm...........
(http://communities.msn.com/_Secure/0RwAAAFsYkmbAcrI4rcwTrWlIB04rCGJJjAzLxBgMMp1UmQQ2GBPkXLgRJdn07PeclvwwmGag*vhtA3WmyN2NjCzhDzePzjDf8OuDA8Xtt!8/capella-go-pop.jpg)
Frizzzzzzzzzzzzzz............*:devilidea
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Originally posted by deep_eyes
U wanna talk catyclysm...........
(http://communities.msn.com/_Secure/0RwAAAFsYkmbAcrI4rcwTrWlIB04rCGJJjAzLxBgMMp1UmQQ2GBPkXLgRJdn07PeclvwwmGag*vhtA3WmyN2NjCzhDzePzjDf8OuDA8Xtt!8/capella-go-pop.jpg)
Frizzzzzzzzzzzzzz............*:devilidea
404 file not found...:(
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add a rippling displacement map to the tunels hmmmm and like wevil said try washing out the flare abit more also use the subspace map on some projecter lights and fairly faint but so it looks lieke the bleu subspace tunnel is lighting up the ship abit
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Originally posted by Corsair
404 file not found...:(
:(
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Originally posted by Styxx
Update...
(http://terra.sourceforge.net/images/subspace-render03.jpg)
The subspace effect rocks! One thing. Given the whole glowing effect of the subspace tunnel wouldn't the Hecate look alot brighter?
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I'd suggest a blue tint on the hecate, with maybe varying shades, like something would look if over a pool in a dark room.
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Originally posted by heretic
I'd suggest a blue tint on the hecate, with maybe varying shades, like something would look if over a pool in a dark room.
Already did that, just didn't upload the pic... and not I'm at work and it's at home. :D
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What program(s) did you use to produce that anyway?
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Originally posted by Wildfire
What program(s) did you use to produce that anyway?
3dsmax
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I realise that Subspace is typically a tube like shape but what would happen if you deformed it into an irregular tube and added electrical effects? it might not be canon but it'd be a load more impressive!
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Originally posted by venom2506
3dsmax
Bugger! Anything else that can do that?
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Originally posted by Styxx
Already did that, just didn't upload the pic... and not I'm at work and it's at home. :D
What about using a fogged volume light from the end of the tunnel, with appropriate turbulence settings..... might look neat. :)