Nitpicking is good and it helps us all understand.
The image of the earth in the background is a standard TGA, wrapped odviously with a simple sphear front map.
Unfortunately the image is too small and obviously when I applied it to a real size object, and scaled it was bound to Frag.
Yes, Osiris the station is a previous render it is a background image under the Herc MK III (sorry guys that is Herc 3 with the deflector not retracted, thus looks like a Herc MK II) and you can probably see where I've blured parts in Earth image map. Lazyness eventually overcame the laborious job of blurring so it's not completely done.
Thus a few frags. Not super niceble, but square enough to create some subliminal illusion of a different dimension.
Nhaaaa... Bad excuse. hehehe
JJ. Product of laziness.
The Glows have been a problem. I must have a bug in the system because the flares behaved rather strange with my usual values. The glow behind object was a little wakie. I had it just right at one stage then by changing some setting I went way out and had to come back manually to that which is not satisfactory to me neither. But time is always the major factor for compromises in 3D animation.
Also animating that, either than just creating one image, has a totally different effect and I assure you, that Herc III will fly-by off top screen and you'll think it's real. It also happens fast. No time to nitpick

The texture as well are very dettailed at closer range.
Do you guys use the "object fade with distance" controls?
That is one of the secret at making Lightwave animation look insanely real and stop some shimmer caused by too much dettails at a distance.
The flare effect works way better closer to the camera but the final still render is more descriptive at that distance. At that distance it is all balanced in still composition value.
Regarding depth of field, thus foreground and background individual focus.
Good point!
The aperture is basically at 22 because of the engine glow so close, so basically everything is in focus. Maybe I could have use an fractional amount but it would not have been too noticeble, really.
But that is also another very realistic effect in most 3D programs but it must be used very carefully.
And it's not always needed.
As a professional cameraman having shot 35 mm motion picture untold times, I assure you this to be correct.
Depth of field rule.[/list]
The rule is simple. The more light you have the more focus you have.
Try this with your eyes: Squint and you'll have more depth of field, the more you open your eyes the more light you allow to enter the more critical the focus from foreground object to background objets.

in a dim lighting situation (at the computer is perfect) your eyes can only focus on one thing at the time and if you look around you'll find yourself refocussing from object to object. It happens fast but it happens.
if you squint your eyes now you'll see every thing in focus (basically).
Boy... I'd like a dollar for every cameraman that I have explained this to in several years of film and TV making. hehe.
I will make a new render though, this one has too many problems.
I'm working at a new Star trek Starship.
maybe I'll use that as model and render and I'll light it without using any lights only one object large and white, off camera view and radiosity lighting switched on.
Takes a long time to render but the results... are spectacular.
here's what the model looks like so far...
I'll do it in the next week or so

And thanks for the compliments. It always feels good to hear it.

------------------
Better than creating life... give life to a creation.
OSIRIS STATION CougEr's 3D anim archives[This message has been edited by CougEr (edited 12-20-2001).]