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Old 2nd Jun 2008, 11:41 AM   #181
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Quote:
Originally Posted by virtualkey08 View Post
Does this connect to the ferrimantle drive assembly in any way?
Yes, through a wangler coil.
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Old 2nd Jun 2008, 01:29 PM   #182
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Mikala - I wouldn't touch the 'handle' on that 'potentiometer' if I was you.
Anyway - some progress with the lighting.

How in blazes do I change the color of the Distance Light I'm using for the tube interior? Even with the light selected and I change the color - it changes the color of the Global as well.
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Old 2nd Jun 2008, 02:38 PM   #183
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Unless the interior of the tube is a separate object you won't be able to get the light to ignore the outside of the machinery. That is the only way I know to get the result you need.
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Old 2nd Jun 2008, 08:03 PM   #184
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Quote:
Originally Posted by Mikala View Post
Unless the interior of the tube is a separate object you won't be able to get the light to ignore the outside of the machinery. That is the only way I know to get the result you need.
The tube is a separate object.

My question is about the Distance Light that I have placed within the framistat. It's what's producing the flare. I'd like to change the color of THAT light without it affecting the color of the global (ambient), exterior light.
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Old 2nd Jun 2008, 08:43 PM   #185
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By exterior light you mean the light that gives the scene it's overall lighting or have you got volumetric lighting going on the distant light?
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Old 3rd Jun 2008, 06:53 AM   #186
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You using v9+ Elowan? Otherwise, just change the colour in the flare settings for that one light.
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Old 3rd Jun 2008, 07:48 AM   #187
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I'm using 7.5n and volumetric light. I have 9n but very rarely use it.
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Old 3rd Jun 2008, 09:49 AM   #188
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I was asking if you had 9 because when I looked at the free trial version, I discovered a lot of settings have been moved to a globals panel.

So in 7.5 it should just be you select that light, click the volumetric settings and change the colour in there. It should not effect the colour of the other lights (but may effect the overall colour of the object; you could uncheck effect diffuse and specular).
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Old 3rd Jun 2008, 05:44 PM   #189
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Oops - forgot the picturee!!
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Old 3rd Jun 2008, 05:47 PM   #190
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That looks like the doomahicky that fries a Red Shirt in Engineering on a Star Trek episode.
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Old 4th Jun 2008, 05:44 AM   #191
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Quote:
Originally Posted by Mikala View Post
That looks like the doomahicky that fries a Red Shirt in Engineering on a Star Trek episode.
Yeah it does.

Now if I can just find how to change the flare color...
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Old 4th Jun 2008, 07:15 AM   #192
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Quote:
Originally Posted by Elowan View Post
Yeah it does.

Now if I can just find how to change the flare color...
In 8.5 flare colour is the same as the light colour until the flare starts getting really bright then it starts shifting towards white.
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Old 4th Jun 2008, 11:00 AM   #193
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I found that once I changed the distance light color - selecting the environmentl light again I could change its color back to white. In the meantime I'm trying something else
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Old 4th Jun 2008, 03:33 PM   #194
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More progress.
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Old 5th Jun 2008, 09:17 AM   #195
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Here's a reference pic of the 'framistat'. If you know who made the original - let me know so that I can give proper credit for the design (even though I've freelanced most of it).
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Old 6th Jun 2008, 05:33 AM   #197
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Elowan,

Finally managed to download your nice panel, but I'm having some problems with it.

I've tried importing it to Wings, Bryce and Cinema4D and in all 3 there are slightly different problems. In Wings the little Oblong boxy things are mostly gone, just the bands around them and the sort of button depressions are still there, see (1) in the Wings3D image.
All the blue areas are invisible on rendering in Wings because that blue means there's a hole there (Wings's "HoleMaterial" is on those parts.)

The same bits in Bryce are alright [see the (1) in the Bryce image] but see number (2) in the Bryce image? Something's odd with that circular vent sort of thing.

In Cinema4D most of it's there but there seems to be a good deal of distortion on the surface of the model that throws up odd shadows on rendering.


All I did was import the model and add lights to the scene.

Er... help?


P.S. Like the look of that "Framistat" thing.
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Old 6th Jun 2008, 06:27 AM   #198
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Was the greeble in Lightwave or .obj format?
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Old 6th Jun 2008, 11:28 AM   #199
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Quote:
Originally Posted by Rigel View Post
Was the greeble in Lightwave or .obj format?
I posted both obj and lwo formats within the archive.


I checked both files and all seem intact, though a few points are unwelded I found. Nine to be exact. If you have LW or you can in one of the others - check for uniplanar polys but I took care to optimize (and reduce) polys in the files. I wonder if that's the problem?.
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Old 6th Jun 2008, 01:21 PM   #200
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Do Wings and Bryce calculate N-Gons properly, or do they prefer quads and triangles?
That's what comes to mind for me.
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Old 6th Jun 2008, 02:11 PM   #201
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Quote:
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Do Wings and Bryce calculate N-Gons properly, or do they prefer quads and triangles?
That's what comes to mind for me.
Maybe I should have left all the quad's and tri's for the object version instead of fusing them all?
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Old 7th Jun 2008, 05:41 AM   #202
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Cinema4D would probably see the object the same way gaming engines do... try to tone down the surface smoothing angle for the nurnie, it will do the trick.

And Treybor, I do not think they do, but I am not sure
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Old 7th Jun 2008, 01:58 PM   #203
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I've seen poser to that. I think it's trying to smooth the flat surfaces to conform with the rounded or beveled edges. If all the fat surfaces are separated or the smoothing turned off it should stop making the weird shadows.
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Old 7th Jun 2008, 07:52 PM   #204
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I've seen poser to that. I think it's trying to smooth the flat surfaces to conform with the rounded or beveled edges. If all the fat surfaces are separated or the smoothing turned off it should stop making the weird shadows.
Point taken. I'll unsmooth all my obj versions from here on out
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Old 12th Jun 2008, 06:21 AM   #205
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It was the .obj version. Oh and I don't have lightwave - can't afford it sorry. Unwelded points would certainly make a difference - that would explain the odd holes.

Is there any chance of trying out the welded version?

I don't think Wings cares much about N-gons, but I know that some software does... Bryce might, I'm not sure. I don't think that smoothing makes much difference - Wings does smoothing, and in doing so it creates more polys - does your smoothing create more polys or does it do something else?
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Old 12th Jun 2008, 06:30 AM   #206
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Quote:
Originally Posted by franontheedge View Post
It was the .obj version. Oh and I don't have lightwave - can't afford it sorry. Unwelded points would certainly make a difference - that would explain the odd holes.

Is there any chance of trying out the welded version?

I don't think Wings cares much about N-gons, but I know that some software does... Bryce might, I'm not sure. I don't think that smoothing makes much difference - Wings does smoothing, and in doing so it creates more polys - does your smoothing create more polys or does it do something else?
In Lightwave, smoothing is done in rendering i.e. is applies gradient colour to surface to visually smooth it out; no extra geometry is actually created.
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Old 12th Jun 2008, 10:27 AM   #207
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Quote:
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It was the .obj version. Oh and I don't have lightwave - can't afford it sorry. Unwelded points would certainly make a difference - that would explain the odd holes.

Is there any chance of trying out the welded version?

I don't think Wings cares much about N-gons, but I know that some software does... Bryce might, I'm not sure. I don't think that smoothing makes much difference - Wings does smoothing, and in doing so it creates more polys - does your smoothing create more polys or does it do something else?
I weld all stray points during optimization and try to eliminate all non-planar polys as well after reducing the total polygon count using Merge Trigons or the Reduce Polys button within Construction. I then save the file in LW format. Following that I flatten all the layers and export the object version.

It could be some non-planars that are giving you trouble.
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Old 14th Jun 2008, 08:26 AM   #208
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Quote:
Originally Posted by Elowan View Post
I weld all stray points during optimization and try to eliminate all non-planar polys as well after reducing the total polygon count using Merge Trigons or the Reduce Polys button within Construction. I then save the file in LW format. Following that I flatten all the layers and export the object version.

It could be some non-planars that are giving you trouble.
Oh could be, Wings doesn't like non planar surfaces, it also doesn't like reversed normals, but this doesn't look like that. It looks more like something not welded, also where Wings puts that blue 'hole' material could be where some sort of boolean operation was carried out to create the cylindrical hole.

When I use a cylinder to punch a hole in a cube in Bryce and then export it as an .obj or a .3ds the cylindrical hole will be covered with the hole material in Wings. (image labeled1)

Which is similar to what you have there.

If on the other hand you create such a hole using topography, thus giving the cylindrical hole thickness (- images labeled 2 and 3) then there is no need for Wings to use the hole material.

Now as to why it does that, well that I can't tell you.

Oh and here's (last image) the same sort of hole - but here created in wings by creating 2 circular areas, one either side of the squished cube, and then using a "Bridge" command - here there's no need for the hole material,

Now isn't that odd?

( Is the fixed version available yet?)
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Old 14th Jun 2008, 12:53 PM   #209
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Quote:
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To get things started - here's my first contribution. The included flanged pipes match the various bends and joint angles After I add some pipe sweeps to the set, I'll post it in Resources.--

Elowan....You could have mentioned that you had the pipe sections over at Dystopia You would have saved me some work

Jordan
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Old 15th Jun 2008, 05:23 AM   #210
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Elowan....You could have mentioned that you had the pipe sections over at Dystopia You would have saved me some work

Jordan
Hmm - thought that I had done so. My bad. OTOH - you needed the practice.
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