Open call for techniques and tutorials requests...
Re: Open call for techniques and tutorials requests...
How about a detailed tutorial on the new material editor/creator.
- PowStudios
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- Location: Hessia
Architectural Modeling
A guide to architectural modeling. How to setup you walls, how to extrude(?) walls, how to handel normals and what the impact on the light setup is.
Pow
Pow
MacBook 2.4Ghz, 2GB + i7-920, 6 GB
My MacBook 'whines': http://www.google.com/search?q=macbook+whine
If anyone has a solution that works pls message!
My MacBook 'whines': http://www.google.com/search?q=macbook+whine
If anyone has a solution that works pls message!
Re: Open call for techniques and tutorials requests...
Pow, I fear that your request is better suited for a specific modeling package, an cannot be aimed to Indigo in general. Try asking the developer of your favourite application in the relative section.
- PowStudios
- Posts: 62
- Joined: Tue Mar 16, 2010 5:21 am
- Location: Hessia
Re: Open call for techniques and tutorials requests...
Yea you might be right, when I review my question. Maybe one thing: How much impact has 'wall-thickness' on render speed/quality?Pibuz wrote:Pow, I fear that your request is better suited for a specific modeling package, an cannot be aimed to Indigo in general. Try asking the developer of your favourite application in the relative section.
P.
MacBook 2.4Ghz, 2GB + i7-920, 6 GB
My MacBook 'whines': http://www.google.com/search?q=macbook+whine
If anyone has a solution that works pls message!
My MacBook 'whines': http://www.google.com/search?q=macbook+whine
If anyone has a solution that works pls message!
Re: Open call for techniques and tutorials requests...
I can answer you that through SkIndigo wall thickness doesn't matter: all my interior shots are a plain cube with reversed normals (facing the inner side of the box, obviously). Light doesn't leaks through corners and the scene is very stable and easy to compute.
Re: Open call for techniques and tutorials requests...
I second Pibuz on this: wall thickness doesn't matter.
BUT (if I remember well) you will need some thickness when modelling window panes for example - so that Indigo knows there's a way "in" and a way "out" for the light to travel through.
(I'm counting on other members of the forum to confirm this... )
If you're new to 3D modelling:
Going further into having a "light" and "easy-to-compute" scene: I'd advise you to be careful NOT to model parts that won't be seen in the final scene. (except if those parts are visible from a certain angle in a mirror for example)
This way, your scene will be smaller and easier to manage, and simply less time-consuming to model!!!
BUT (if I remember well) you will need some thickness when modelling window panes for example - so that Indigo knows there's a way "in" and a way "out" for the light to travel through.
(I'm counting on other members of the forum to confirm this... )
If you're new to 3D modelling:
Going further into having a "light" and "easy-to-compute" scene: I'd advise you to be careful NOT to model parts that won't be seen in the final scene. (except if those parts are visible from a certain angle in a mirror for example)
This way, your scene will be smaller and easier to manage, and simply less time-consuming to model!!!
Visit my website!
http://www.fairview-3d.com Studio 3D
http://www.fairview-3d.com Studio 3D
Re: Open call for techniques and tutorials requests...
You will NEED thickness only when using a specular shader, when light have to pass through an "entrance" surface and go out through an "exit" surface. This will trigger, among other things, the generation of caustics.madcoo wrote:you will need some thickness when modelling window panes for example - so that Indigo knows there's a way "in" and a way "out" for the light to travel through.
(I'm counting on other members of the forum to confirm this... )
But in most cases, caustics are not visible if the light passes through a planar object (like a window), so I usually strongly suggest that the bidimensional "glass" panes are the exit portals themselves. In case you really need some glass reflections on windows, you should apply a "Thing glass" shader to the bidimensional glass panes (this will simplify calculations...) and model an outer plane to assign the "Exit portal" shader to.
Re: Open call for techniques and tutorials requests...
Many thanks for these detailed explanations, Pibuz!
..but how do you apply the "thin glass shader" you talk about?
Where do you find this option?
..but how do you apply the "thin glass shader" you talk about?
Where do you find this option?
Visit my website!
http://www.fairview-3d.com Studio 3D
http://www.fairview-3d.com Studio 3D
- PowStudios
- Posts: 62
- Joined: Tue Mar 16, 2010 5:21 am
- Location: Hessia
Re: Open call for techniques and tutorials requests...
'Ghost'-Glass: http://www.indigorenderer.com/materials/materials/42madcoo wrote: ..but how do you apply the "thin glass shader" you talk about?
Where do you find this option?
MacBook 2.4Ghz, 2GB + i7-920, 6 GB
My MacBook 'whines': http://www.google.com/search?q=macbook+whine
If anyone has a solution that works pls message!
My MacBook 'whines': http://www.google.com/search?q=macbook+whine
If anyone has a solution that works pls message!
Re: Open call for techniques and tutorials requests...
Oh! This material!
Cool, thanks!
(feeling dumb right now...)
Visit my website!
http://www.fairview-3d.com Studio 3D
http://www.fairview-3d.com Studio 3D
Re: Open call for techniques and tutorials requests...
.. I think even dumber if you look to the scroll-down list of shaders available in SkIndigo
Re: Open call for techniques and tutorials requests...
Visit my website!
http://www.fairview-3d.com Studio 3D
http://www.fairview-3d.com Studio 3D
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