The online racing simulator
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samyip
S2 licensed
Why not upload directly to this forum?
samyip
S2 licensed
I am using a 250Gb external drive for back up...
samyip
S2 licensed
Quote from RS1T :why not?

In a cloudy day where there is not direct sunlight, you should not have strong harsh shadow and strong highlight. shadow should be more diffused as the light source are bounced from the environment.
Check the brightest white point of your image and match your render's brightest white point to that.
samyip
S2 licensed
Sorry I didn't mean you. Just in general (Not just Blender)
It is my taste.
samyip
S2 licensed
Quote from niels1 :New skins made with V2 kit.
I have some trouble with 2 cars in a shot. For some reason it uses 1 skin. For instance when I want a render with a XFR and FXR blender uses only teh XFR skin. Even when I select the single user on skin.

These are very nicely lit blender renders. Not too over exposed or under lit. I have seen too many under lit renders lately and these are very good.
samyip
S2 licensed
The fun part (and it is the most enjoyable part) of 3D is trying to create objects, models and textures completely from scratch by yourself.
By taking on someone else's model and click a render button is no fun at all.
At work, I will use library models and stuff for project that when time is critical. But I must say that it is not as enjoyable as creating my own modelled scene.
samyip
S2 licensed
On Render 03 where you show the rear of the car, you still have the shadow of the rear spoiler on the skin. Remove that shadow from the skin. It looks like you put a FZR skin on FZ5 car
samyip
S2 licensed
Quote from Bogey Jammer :
It was a 3dsmax tutorial I tested some years ago, I customized the glass material a little bit.
Can't remember why I tried 3dsmax at this time, but I've quickly abandoned it due to the difficulty and software complexity.

I hard to learn Blender too but this time I managed to feel comfortable with it.

I found that if only turning down the opacity level for glass has not good result.
Using 'fall off' for opacity gives a better/more realistic feel of glass especially with curve/bottle shape glass, where the edges should look more opac and the centre more transparent.
samyip
S2 licensed
define: rendering
n.
1. A depiction or interpretation, as in painting or music.
2. A drawing in perspective of a proposed structure.
3. A translation: a rendering of Cicero's treatises into English.
4. A coat of plaster or cement applied to a masonry surface.

define: render
tr.v. ren·dered, ren·der·ing, ren·ders
1. To submit or present, as for consideration, approval, or payment: render a bill.
2. To give or make available; provide: render assistance.
3. To give what is due or owed: render thanks; rendered homage.
4. To give in return or retribution: He had to render an apology for his rudeness.
5. To surrender or relinquish; yield.
6.
a. To represent in verbal form; depict: "Joyce has attempted . . . to render . . . what our participation in life is like" Edmund Wilson.
b. To represent in a drawing or painting, especially in perspective.
7. Computer Science To convert (graphics) from a file into visual form, as on a video display.
8. Music
a. To perform an interpretation of (a musical piece, for example).
b. To arrange: rendered the composition for string quartet.
9. To express in another language or form; translate.
10. To deliver or pronounce formally: The jury has rendered its verdict.
11. To cause to become; make: The news rendered her speechless.
12. To reduce, convert, or melt down (fat) by heating.
13. To coat (brick, for example) with plaster or cement.
Last edited by samyip, .
samyip
S2 licensed
Quote from Boekanier01 :it is some time ago but here a update of my work
hope you like it

The background scene is from the game stranglehold?
samyip
S2 licensed
If you convert the mesh to editable poly, you can 'tick' the 'preserve UVs'
What it does is preserve the object's UV mapping cordinates when you editing the poly shape. It may work.
samyip
S2 licensed
Quote from Loko VEN :JJ72 I make non lfs renders too.

Examples:
http://www.lfsforum.net/attach ... id=66595&d=1221927314

http://www.lfsforum.net/attach ... id=66596&d=1221927575

What do you think? You use 3ds max? which engine? Vray?

Sorry for my very bad english.

The shadow on the wall seems odd. The shadow of wheel shouldn't start at the bottom edge of the wall.... it should start at the bottom of the wheel.
samyip
S2 licensed
what is the big black shadow in the middle? There isn't any object to cast that shadow.
samyip
S2 licensed
Quote from e2mustang :Does anybody know how to make an animation properly? i made renders by each frame than put together in ps :\ its sux.. take a look.
here

gif is not an ideal format for this.
You should render it to video format or sequencial bitmaps (tiff, taga etc)
To render direct to video format, go to 'Render' (F10). at Common tab, select the time frames you want to render (eg. 0-100)at Time Output. Then select the output size you want (eg. 720 x 576 for Pal resolutions. there are some presets in the Output size drop down menu.) Then at Render Output, save the render to file (select drive location, folder and file name) At the file format, choose AVI, MPG or MOV (they are video format, depend on what video codecs you have installed in your PC.) sometimes after you have chosen a video file format, a compression setup window will pop up, which you can adjust your compression settings. The more you compress, the smaller file size you will get, but the image quality will be very poor, so adjust it to get a balance right, you may have to do some test render to try it out.

The other way will be my prefer way which is more flexible too. It is to render the animation to sequencial bitmaps, then import them in a video editing programme (premiere, afterFX etc.) then I can output them in various video format and compression settings. Also If I need to change something in the animation which only affect between frame 30-40. I can re-render 30-40 only to replace what I had before. Where as you will have to re-render the whole animation again if there were done in the first option.
samyip
S2 licensed
Quote from doyal :Quick update.. did a large render but forgot to change the shadow samples.. complete waste of 10minutes.

Doyal

No door handle?...
samyip
S2 licensed
I don't know what that map looks like... it may be a map for opacity map only and not for diffuse map. drop the map into 'opacity map' slot. See if that work?

I usually don't need map for clear windows. just turn down the material opacity to 0
samyip
S2 licensed
Quote from JJ72 :still got noisees that I can't get rid of.

Could it be the sampling setting of that particular material? Because the noise is not on the whole picture, it seems like only on the floor reflective material. I don't use Blender, so I don't know how it works. But this is what will I get sometimes if the sampling level in Mental Ray's blur reflection material is low.
samyip
S2 licensed
Quote from Nemox : For you my dear.. ^^

The wheels of the jack has gone through the floor.
samyip
S2 licensed
Quote from feat :Why reflections looks like with AA x2 ? Or they are ?

That render by bmwe30m3 seems like it is rendered using Advance lighting: Light Tracer (DSC) The setting seems to be set below average (slight mottled shading on the floor)
The AA in DSR usually very crisp. Light Tracer's setting is very simple compare to other renderer such as Brazil, Vray and Mental Ray. Lighting setup is also easy too, it is best to use with 'Advanced Lighting Override' material to control the material's reflection of light.
The downside of this is that it could take alot longer to render a decent image compare with a same scene render in Mental Ray.
samyip
S2 licensed
Quote from mogster :Experimental scene. Fast and clean.

Render time: 3 mins. But yeah the car seems like it's floating.

Put an AO material for the floor and it will be alright
samyip
S2 licensed
It is quite easy to do it your own. Google the image you want, use photoshop to clean it up and make it to the format you want. then apply a UVW mapping on the clock geometry then apply the texture map.
samyip
S2 licensed
Here is the Max file (2008)
Feel free to explore
samyip
S2 licensed
Here is a Mental Ray render based on your room with the use of Glare to give the light flare on the hot spot.
The only light source is the sun and with indirect light bounces off walls that it brighten up the room. That is how light reacts to object in real life.
samyip
S2 licensed
FZR on simple seamless studio setup
samyip
S2 licensed
I don't use Vray, so I may be wrong. At the Vray: Indirect Illumination (GI) tab, The 'on' should be ticked and have '1' in primary bounces and secondary bounces. What these do is allowing light reflect from objects. There must be lots of tutorials of Vray you can find in Google
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