Hard Light Productions Forums
Off-Topic Discussion => Arts & Talents => Topic started by: Nico on June 27, 2002, 06:47:09 am
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(http://www.3dap.com/hlp/hosted/ott/renders/salle_de_bain.jpg)
I wanted to make a dirty looking water room, just like those you can find ion those crappy suburb hotels... I think it's quite good, only real pb are those strange artefacts (the vertical lines) in the volumetric light, dunno what creates them
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Needs a little bit of tweaking.
Turn up the shadow map resolution on the light params, that should sort the volume light out.
Make the shelf/tiles/glass mire shiny...give it a nice specular highlight, then put a slight bright threshold blur on to give it a bit of specular bleedoff.
Its a nice composition.
The only other thing it would benefit from is maybe some Final gathering/ GI.
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it's raytraced shadows, not shadow map.
the mirror is just broken :)
final gathering/GI ? wazat?
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Originally posted by venom2506
it's raytraced shadows, not shadow map.
the mirror is just broken :)
final gathering/GI ? wazat?
The Proper name for radiosity. Or rather, the more popular technique thats used to do physically correct lighting simulations.
Radiosity works off face subdivision and needs a very clean mesh to work properly.
Final Gathering is a better sampling method (well..the quasi monte-carlo ones, anyway)
GI is bog standard photon mapping.
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that your house? :p
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Originally posted by wEvil
The Proper name for radiosity. Or rather, the more popular technique thats used to do physically correct lighting simulations.
Radiosity works off face subdivision and needs a very clean mesh to work properly.
Final Gathering is a better sampling method (well..the quasi monte-carlo ones, anyway)
GI is bog standard photon mapping.
oh. well, no radiosity with max, so that'll do I guess