tri

Post your tests, experiments and unfinished renderings here.

Moderator: coordinators

tri

Postby hod » Sat Sep 24, 2011 1:18 pm

:(
tri+ motion blur2.png

Hi
I am currently trying the motion blur and a blast of reactor here is the result of my first tests. I am not at all satisfied, so if you have any advice please feel free, thank you
soon
hod
 
Posts: 18
Joined: Sat Aug 06, 2011 1:39 am

Re: tri

Postby moure » Sat Sep 24, 2011 1:44 pm

hmm it seems that the camera is moving with the same speed and direction with the car. Then its normal that no motion blur will be applied to the car.
Is that the case?
User avatar
moure
Developer
 
Posts: 411
Joined: Sun Sep 26, 2010 4:32 am
Location: Greece

Re: tri

Postby hod » Sat Sep 24, 2011 2:10 pm

Yes it does, this approach still leaves a problem with the wheel visible as it should run faster and thus have the circular motion blur, well I'll deal with that later, so I preoccupation most is that I can not simulate the jet blast and the :?: heat they emit.??
hod
 
Posts: 18
Joined: Sat Aug 06, 2011 1:39 am

Re: tri

Postby J the Ninja » Sat Sep 24, 2011 2:56 pm

You can fake the jet blast reasonably well, try modeling the blast as a mesh, and set its material to a null-scatter mix and putting a bright light at the engine itself. Looks something like this: http://www.luxrender.net/wiki/LuxRender ... er#Example

It really should be an emitting medium, but Lux doesn't support those yet.

As for the heat shimmer....as best as I can figure out from googling, the shimmer comes from the heat changing the IOR of the air in the exhaust. Which would require heterogeneous mediums, which is also not supported yet. Not sure there is any way you could fake this one.
-Jason

Material DB Admin
User avatar
J the Ninja
Developer
 
Posts: 2249
Joined: Wed May 19, 2010 9:54 pm
Location: Portland, USA

Re: tri

Postby hod » Sat Sep 24, 2011 3:28 pm

thank you jason
what you said is pretty discouraging, but only the effect my image will not that I want.
I board a lot of admiration for your Block_fort :idea:
hod
 
Posts: 18
Joined: Sat Aug 06, 2011 1:39 am

Re: tri

Postby hod » Mon Sep 26, 2011 2:44 pm

:P
Tri MG.png
Good evening, I board did a lot of different tests, that's what most closely resembles what I want to get, but I do not satsisfait
hod
 
Posts: 18
Joined: Sat Aug 06, 2011 1:39 am

Re: tri

Postby hod » Tue Sep 27, 2011 3:40 pm

good evening
how the march that. I just créate a scene in blender then illuminated by a sun on one of my items I apply a rough Glass texture , but as I make the scene luxrender makes me a full shadow as if it were a element without transparency why? thank you in advance HoD :o
hod
 
Posts: 18
Joined: Sat Aug 06, 2011 1:39 am

Re: tri

Postby hod » Wed Sep 28, 2011 2:46 pm

:) hello
Attachments
tri 28-09-2011.png
Last edited by hod on Wed Oct 05, 2011 2:24 pm, edited 1 time in total.
hod
 
Posts: 18
Joined: Sat Aug 06, 2011 1:39 am

Re: tri

Postby hod » Wed Oct 05, 2011 2:12 pm

:P Hi
I board again changes, but I have difficulties to get a proper lighting as you can see. I board try setting nonbreuses never succeed to eradicate the area of overexposure to the vehicle. also how can you set the hardness and the lamps and specular materials
Thank you in advance the help you can give me
more HoD
Attachments
tri_a_l_atelier.Scene.00047.png
tri 03-10-2011.png
hod
 
Posts: 18
Joined: Sat Aug 06, 2011 1:39 am


Return to Works in Progress

Who is online

Users browsing this forum: No registered users and 0 guests

cron