Star Trek Builders Unite 6: The Undiscovered Thread
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Ok, matty sent me the fixed file and I uploaded it to the site -but it may take a day or 2 for the mods to approve it.
Happy rendering all, and be sure the check the readme for the basics of how I used iray shaders for the render. If anyone needs specifics, PM me and I'll put what I did out there.
"This file is currently offline or does not exist."
What Foundation 3D said.
"This file is currently offline or does not exist."
What Foundation 3D said.
All files on F3D have to be manually approved.
Give it 24 hours max.
All files on F3D have to be manually approved.
Give it 24 hours max.
Okay. :-)
So... how do we get that just-like-the-promo-pic appearance outside of Iray? I don't use DIM, so I can't install the beta, I'm still on 4.6. Here's a test render I just did, with an Easy Environment to give the shiny bits something to reflect; something's way off with these materials settings, it looks nothing like any of the pics posted here.
I used the AoA ambient and spot lights plus an environment dome for reflections
Okay, that first test was with the actual EE light set (plain D|S default lights), here's another using one of the AoA "distant" presets. I don't see anything that looks like the pic you posted, it all looks like plastic. I think I'll wait until the new files show up on Foundation3D and try again.
It will not look like my render unless you have my exact setup which is not ideal for every scene its going to be used in.
As long as there is an environment to reflect and good lighting it will look good. Just not exact.
Does anyone else have Bridge 8 from Vanishingpoint? I'm trying to create Next Gen textures for it. I have most of the colors set I think- the floor still needs tweaking- But my real problem is the rail. I'm using the template that they included, but it acts like it's not mapped- and the problem varies from bad to worse depending on the camera angle.
I really need an answer for this one.The more I looked at the Sketch-up model I was going to use, the less satisfied I was. The top pic is the unrendered scene.
best bet is to use a seamless texture and tile it.
How would you do the wood grain then?
To be honest, you wouldn't.
Looking at that template, the UV map was not unwrapped correctly to allow for what you really want to do.
So it's either a solid brown or nothing. Okay then. Thanks.
well, like i said, a seamless texture tiled could make it look nice.
Just did a quick search, try this one - 2048x2048 seamless - http://ipadair.2048x.org/wp-content/miniwallpaper/20121206/er2leamb0nf3.jpg
From the looks of it, I think the problem is that what you're seeing is a reflection of the ceiling.
From the looks of it, I think the problem is that what you're seeing is a reflection of the ceiling.
jnsessions, looks like you're right. The reflection node was set at 1. I turned it down to .4 and it still showed up so I disconnected the reflection node all together and it rendered ok. Just too bad, there can't be any good reflections on that polished rail.
So... how do we get that just-like-the-promo-pic appearance outside of Iray? I don't use DIM, so I can't install the beta, I'm still on 4.6. Here's a test render I just did, with an Easy Environment to give the shiny bits something to reflect; something's way off with these materials settings, it looks nothing like any of the pics posted here.
I used iray default shaders to make the promo.
Use their leather shader on the black casing and turn the glossy reflectivity way up and the glossy roughness way down, and chain the main color from brown to black.
For all the rest of the silver parts of the communicator, use any of their brushed metals (NOT the reflective mirrored ones)
For the lid and wheels, use a mirrored gold and on only the big part of the lid that has the holes in it make sure you add the transparency map I included in "cutout opacity".
For the gems, I used a mirror finished metal and changed each one's main color to yellow, red and green respectively.
Do that, and render it in iray. Happy Trekking :)
Anytime you want, JUMP: http://www.daz3d.com/forums/discussion/55888/