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Drilling Platform - WIP

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  • #61
    you have to put something in the "blend amount": your foammask/animation in the diffuse.
    now it is probably all foam you see

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    • #62
      Ha, imagine that. Nice material, I like it! So with this colorcorrect plugin, do you put that in every material you do?

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      • #63
        are you using the colorcorrect pluginn?
        The colorcorrect plugin has nothing to do with new files. All it does is help you match specific RGB values (like matching a Pantone for a client) or convert older files to linear workflow.

        That's a very misleading statement as he can adjust his colors by eye.
        LunarStudio Architectural Renderings
        HDRSource HDR & sIBL Libraries
        Lunarlog - LunarStudio and HDRSource Blog

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        • #64
          Originally posted by jujubee
          are you using the colorcorrect pluginn?
          The colorcorrect plugin has nothing to do with new files. All it does is help you match specific RGB values (like matching a Pantone for a client) or convert older files to linear workflow.

          That's a very misleading statement as he can adjust his colors by eye.
          Well, I did not say how or that if he should use it, that can be read here in this forum in different and long topics. I use it a lot exactly for what you say to get the colors selected right. If I want a mid grey or a dark blue it is a lot easier to pick it with the color corrected RGB values.

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          • #65
            Actually - it can be used to alter colors, but in some respects its much easier to do that without CC and in the plain color pickers.
            LunarStudio Architectural Renderings
            HDRSource HDR & sIBL Libraries
            Lunarlog - LunarStudio and HDRSource Blog

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            • #66
              Wow, adding tiny detail takes forever. I'm about halfway through adding some small touches. It definitely makes a difference in scale. Once I add in the details I want, I'll post an update.

              This final project will be distributed out probably as a DVD to be played back on a person's computer, but I know that they'll probably want it in a version for the LCD screens we use at tradeshows and in our buildings and the resolution for that is 1366 x 768. I'm doing a test render at that size and wow...serious render times.

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              • #67
                Originally posted by flavrsaver
                Once I add in the details I want, I'll post an update.
                Thank you very much.... Your water shader is amazing... It's a very good idea to share shaders and scene... etc...

                Best regards...
                My Flickr

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                • #68
                  It's been a little while since my last update...with Thanksgiving holiday and other projects in the pipeline, I haven't made as many strides as I would like, but nevertheless, here is my latest update:



                  As I've mentioned, I'm adding in details and trying to work on the scale of the whole rig. Any thoughts would be welcomed.

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                  • #69
                    Those rigs are so large, that if I saw waves that high you'd be seeing whitecaps as well.
                    LunarStudio Architectural Renderings
                    HDRSource HDR & sIBL Libraries
                    Lunarlog - LunarStudio and HDRSource Blog

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                    • #70
                      I agree, but I haven't gotten around to creating whitecaps or foam. I plan to do that once I've completed the rig.

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                      • #71
                        yep...
                        its looking very nice...
                        but the scale issue might have also something to deal with the waves and riples on the sea...imo!
                        Nuno de Castro

                        www.ene-digital.com
                        nuno@ene-digital.com
                        00351 917593145

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                        • #72
                          I changed the scale for the waves. I think this helps with the overall scale of the scene.


                          I noticed that when I change the glossiness quality of my ocean material I get some small dark dots towards the top of the image reflecting off the water. More appear with higher glossy values. Any idea what might be causing that?

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                          • #73
                            Got the dark dots problem fixed. I had the "lock" button turned on between the highlight glossiness and reflection glossiness. Unchecking that did the job.



                            I also zoomed in the camera to clip the top of the rig. Doing that makes the rig look bigger in my opinion. I also adjusted the exposure settings on my camera a little more based on some new info I got from another post. I think this looks better.

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                            • #74
                              Originally posted by flavrsaver
                              Got the dark dots problem fixed. I had the "lock" button turned on between the highlight glossiness and reflection glossiness. Unchecking that did the job.
                              Did you match the highlight glossiness value to the reflective glossiness value? If not is it still set to '1'? If that's the case all you did was turn off any highlights, and I assume you have "use interpolation off" and you were just seeing noise from the GMC sampling before. Just a guess.
                              www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

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                              • #75
                                The highlight glossiness is set to .8 and the reflective glossiness is set to 1. Yes, I have "use interpolation" set to off. It got rid of the black dots. I still get the highlights on the water too. Are those settings right?

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