Author Topic: water room  (Read 2871 times)

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Offline Nico

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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
SCREW CANON!

 

Offline wEvil

  • The Other Good Renderer
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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.

 

Offline Nico

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it's raytraced shadows, not shadow map.
the mirror is just broken :)
final gathering/GI ? wazat?
SCREW CANON!

  

Offline wEvil

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Quote
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.

 

Offline Dr.Zer0

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that your house? :p
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Its all fun and games until you hit the ground
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Offline Nico

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Quote
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
SCREW CANON!