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Old 30th Jun 2017, 07:32 AM   #152
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Quote:
Originally Posted by Rigel View Post
If rendering all those lights bogs down the computer, here's another idea.

Once the model is complete, set up the lights, on at full intensity. Have all surfaces catching light uv'ed. Render the blank surface with only the light rig on; use the baker cam to bake the image to the UV map. You can then put that image into the luminosity channel of the surface. By setting the channel intensity, the lights can be anything from off to full on. It will look like your light poles are projecting the light, but it's just an image map. Renders much faster.

Of course, it may not respond realistically to outside sources of light (the sun for example).

This is a trick I've used for lighting interior spaces on spaceships so I don't have all those lights inside being rendered.
That would be a nightmare for this model - most surfaces are projection based, not UV. I think I could split the model up and generate atlas UV's for it, then base a lum map to that, but to be honest I'll suffer the render times instead

If I make the model well, I'll still be rendering it in a few years, when the next gen of CPU's is out and it renders in a tenth of the time...... [Morgan Freeman] I hope [/Morgan Freeman].
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Old 1st Jul 2017, 06:31 AM   #154
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First go at a full render...
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Old 1st Jul 2017, 06:48 AM   #155
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That looks nice!
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Old 1st Jul 2017, 06:55 AM   #156
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Quote:
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That looks nice!
I believe that was the intention

I still need to do an actual renderable starfield for animating purposes, and this was photoshopped here and there so there's still a few things to do before I call this done.

I think I need to fine the nebula down a bit. At the moment it's screaming 'I'M A NEBULA!!!!!!!!!'
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Old 1st Jul 2017, 07:31 AM   #157
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Best way to do a starfield imho is to use a points>poly starfield. You can use multiple layers for different colours/intensities and clusters if you so wish.
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Old 1st Jul 2017, 07:43 AM   #158
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I wish LW could render multiple parts of a scene at once for compositing purposes, so I could render the stars, nebula, planet and B5 separately with a single click.
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Old 1st Jul 2017, 07:54 AM   #159
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I have Janus for multipass rendering but it would be nice to have something native in LW
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Old 1st Jul 2017, 11:06 AM   #160
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Night mode....

And a major problem with animating. It looks best with radiosity, but it flickers badly with the lighting. I can't get rid of it which is a right pain.
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Old 3rd Jul 2017, 07:03 AM   #161
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Did you cache the radiosity? The flickering comes from it changing the calculations slightly from one frame to the next. Caching it should a) speed up the render and b) eliminate the flickering. As long as your light sources aren't moving relative to the surface of the model.
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Old 3rd Jul 2017, 07:24 AM   #162
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Quote:
Originally Posted by Rigel View Post
Did you cache the radiosity? The flickering comes from it changing the calculations slightly from one frame to the next. Caching it should a) speed up the render and b) eliminate the flickering. As long as your light sources aren't moving relative to the surface of the model.
Yeah, they are moving with the rotation compared to the static backbone of the model.
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Old 3rd Jul 2017, 01:24 PM   #163
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Nebula Testing...
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Old 4th Jul 2017, 03:34 PM   #164
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Just trying to get the background right before I go any further. Here we have Epsilon 3 with a cloud layer, and the new nebula I'm drawing.
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Old 5th Jul 2017, 06:43 AM   #165
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Looking mighty fine. I'm liking the new nebula too.
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Old 5th Jul 2017, 07:33 AM   #166
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I can see some stars with lens flares in your nebula texture. I guess you are blending real nebula together. You can try to remove those stars before blending everything together with the clone tool or healing brush.
I like the direction.
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