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r4ptor
S2 licensed
Quote from Boekanier :you mean something like this?
Because I thought as a gas under pressure that it burned more transparent.


I liked the previous version better tbh.

These were the most transparent I could find:
http://www.super2cv.com/wp-con ... loads/2009/11/exhaust.jpg
http://www.6to8mustang.com/mustang/fire3.jpg

The top pic has very transparent bursts going on, but you can't see the core of the flame - that's hidden within the exhausts and they are much shorther because of that. Your flames are long enough to have a core.You might want to add point lights in the exhaust (or a luminous material).

If you do see something that looks gray (tried to look for it, but didnt find anything), then it's most likely because the pic comes from a video and there is some sort of frame blending going on or the sensor being bad.
r4ptor
S2 licensed
Quote from John5200 :first test of indirect lightning in blender

Dont use heavy reflection if you are going to test indirect lighting (or any lighting for that matter) - you'll fail :P

Quote from John5200 :
My problem is always I make a material, look at it in the material preview but when I render it, it looks totally different

Can you show with screenies how it is different?
r4ptor
S2 licensed
Cool beans. One comment though. The fire is transparent (brights are gray). Make it opaque, and I'm sure it will look much better.
r4ptor
S2 licensed
Quote from e2mustang :well when i used brazil,i just lowered the car it was white instantly,then i watched from the back,whats happening to the light. and that was it.

Maybe you worked with a modified car. I just converted the original mesh, even though I was sure about the rear lights, and still just one mesh/no poly layers or anything like that.
r4ptor
S2 licensed
Quote from e2mustang :when u select the car body,and lower it,or raise it,the taillight will becomes white. if i remember correctly the taillight is a 2 piece element,just make sure they are selected too.

Heh, nah. The FZR don't have rear lights like that It is the texture (original texture from LFS install) that is being coloured in LFS.
r4ptor
S2 licensed
Bokenier: thanks - it is difficult indeed. not something I'd enjoy oing all the time

e2mustang: I'm not following you. What do you mean?

I posted a some different versions of the render in an earlier post, but apparently they were done using the old renders with an error in them so I removed them. Attached is a fixed update for that
r4ptor
S2 licensed
Quote from matijapkc :Real lights, they're like, white?

Ah yes - I never realized that. Textures are white, but I checked in LFS Viewer and they have colored there - I'll fix that.. some time.

Thanks for pointing it out
r4ptor
S2 licensed
Quote from matijapkc :LoL
Those look good.
And what is wrong with the lights here? (link below)
http://www.lfsforum.net/attach ... d=104881&d=1273191795

Thanks - but dunno what you mean. The lighting of the scene? rear lights? front? Would help if you elaborated
Last edited by r4ptor, .
r4ptor
S2 licensed
Quote from Bee :Great, thanks r4ptor!

Here we go - this is what I came up with.
r4ptor
S2 licensed
Quote from Mustangman759 :lol good luck hope the PC doesnt fail



No crashes, but the renders are messed up anyways because I forgot about a setting - that's what I get for doing 3D while being wasted But I render in a "special" way, so the re-renders are 3-5 times faster now.
r4ptor
S2 licensed
Quote from Bee :WARNING: BIT OF A CHALLENGE

Right bit of a long shot but is anyone able to make a render featuring TEN FO8's for a team shot of our new livery?

If so, much appretiated, you brave soul!

Rendering... Nappy time now though, so I'll have some for you "tomorrow".


Edit: Attached is something I did for PowerSocke
Last edited by r4ptor, .
r4ptor
S2 licensed
Quote from MunnA :no, all done in modo with a single poligon "ground"

I can look at the scene if you want - and show you a nifty trick
r4ptor
S2 licensed
Quote from MunnA :just 3-4 cm

Thx!

Did you render the car and the shadow separately from each other and then combined the layers in for instance Photoshop?
r4ptor
S2 licensed
Quote from Boekanier :Hi Xtraction,

here you go.
hope you like it.

Mmmmmm... noice
r4ptor
S2 licensed
Quote from Boekanier :
hummmmm
i like it.

and do some renders again.

thanks r4ptor.
highly appreciate this tip.
my gratitude is great.

You're welcome
r4ptor
S2 licensed
Quote from John5200 :dunno if I should put that here but this looks simply AMAZING.

Indeed - I'm however very curious about why game developers doesn't like the technology. Too different from their workflow? Meaning what? Different and complicated way to rig, animate, model etc?

They need to elaborate that part - but very impressive none the less.
r4ptor
S2 licensed
Quote from Boekanier :Oka, thx.

now i understand what you mean

I do also not know much of the program.
so any help is welcome.
thank you for looking up for me.

I'm already in testing.

You're welcome. Make sure to post the results
r4ptor
S2 licensed
Quote from Mustangman759 :
<---Avatar was rendered by R4ptor im guessing it has your name on the plate thanks for doing that render for our team to

Yeah, I did and you are most welcome. I'm too busy atm, otherwise I would look at more render requests like yours.
r4ptor
S2 licensed
Quote from Boekanier :
my English is not so good and the translation engine goes crazy



No, no Photoshopping.

You need to tell your 3D app that all your bitmaps needs to be Gamma corrected to a value of 2.2 (or sRGB).

Something like this: http://www.davidfleet.com/tutorials/linear-workflow

(I don't use 3DS, so don't ask for application details. I just googled that quickly for you).
r4ptor
S2 licensed
Quote from Boekanier :at it again look at the renderings.
I saw that many errors in it

I've been noticing a thing on some of your latest renders - these, the previous ones and your garage render with the LFS logo on the floor (possibly more, but I didn't go looking for errors). These renders have desaturated textures, suggesting strongly that your Gamma settings in the 3D app are wrong.

You have Gamma correction applied to the render, which is correct. But you also need to tell all the textures they need to be gamma corrected, which you haven't done.

A clue: open the render in Photoshop, apply a Level adjustment layer/filter and move the middle handle to 0.45 (0.45 = compensates/corrects for Gamma 2.2, which is standard for PC monitors). All textures now look much more vivid and natural.

The above mentioned also shows how your render would look if you didn't have Gamma correction applied to your render.

Ps. Gamma isn't just about saturation. It's about pure math, and too technical for me to get into here. But you do need to Gamma correct all the way, not just textures only, or the render output only.

Your renders will look miles better after you've done this.
r4ptor
S2 licensed
Quote from matijapkc :oooops, it's just me then, sorry... I haven't seen the ground, because it's all black...

r4ptor
S2 licensed
Did this for PowerSocke:
r4ptor
S2 licensed
Quote from DeadWolfBones :The End of an Era at CoRe Racing, and the Beginning of a New One

CoRe is a team that should be able to cope and continue as a competitive team. Best of luck and grats with the new members.
FGED GREDG RDFGDR GSFDG