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robps
S2 licensed
That HDRI environment also comes a part of Modo 401, which I believe are part of this set http://www.unparent.com/photos_probes.html
robps
S2 licensed
Good luck with your new team Mark
robps
S2 licensed
A couple of renders from Modo. The alloys are from Dosch Design and the materials still need a little work.
robps
S2 licensed
I don't use 3D Studio so this might be way off base, but it looks like low quality lighting is being used, have you check the settings on the lights being used to case the shadow (number of rays cast or low res shadows something like that?)
robps
S2 licensed
Quote from bobvanvliet :Apparently, the second wave of invitations is here.

Got mine in the mail last night. Sadly I've got a busy 3-4 weeks ahead of me, so I'll be saving it for later

I got mine last night too, it says that the promotional code you are given is only valid for 30 days, so don't let it expire if you want to try it out.
robps
S2 licensed
Quote from r4ptor :I needed a new wallpaper...

Looks great....that reminds me, I still need to try out your presets
robps
S2 licensed
Quote from r4ptor :Yah, and thats normal - you shouldn't bother too much about making a seamless transition, although it can be done. But it's a waste of time IMO. Just do the job in Photoshop.

And while you are in Photoshop, you can (should) also use the opportunity to tweak the colors and/or contrast. In the latest render, the car is too red. Do a quick and dirty feathered selection around the red parts (theres a gazillion of ways to do this), and desaturate it maybe 20-40% (sounds like a lot, but try it), while darkening it too - but don't darken too much - actually, you may want to darken most of the car, except highlights.

I've always found it easier to use a bent ground plane, and use a front projection to map a background texture to the object.
Last edited by robps, . Reason : typo
robps
S2 licensed
Quote from Lord Of Death :The Rollcages can't be painted anymore.....

That's horrible!

You can change the XRCage.dds file though...
robps
S2 licensed
Thought this might be useful for skinners, it's an .eps of the XRR UV map, you should just be able to import in in Photoshop or something ontop of your current livery.
robps
S2 licensed
Quote from Alistair :one question
what is the texture for the new seat in the XFR/XRR because that is the only thing i don't like in these new interiors
THX

'seatcloth_1b' for the front and 'carbonFV8_1' for the back
robps
S2 licensed
Great, thanks.
robps
S2 licensed
The original version wasn't, it was on a road but I didn't have any decent HDR image for the reflections, so I loaded up a studio HDR. Plus as I said above I'd just learnt the basics of animation in Modo so I was going to use it.

I did also say I thought there was something wrong, you've reminded me what that was If I find a suitable road HDR I'll re-render it
robps
S2 licensed
Yeah....guess who had just viewed a tutorial on basic animation . I remember whats wrong with it now, the dashboard texture is reflexing onto the windscreen and the lights look crap
robps
S2 licensed
Helps when I post things in the right thread - too many tabs open

Rendered in Modo 302 a while ago, I thought there was something wrong with it when it finished, but I can't see what that is now. Probably too bright or something, but it doesn't look too bad on this monitor...
robps
S2 licensed
Quote from Dajmin :The best way to describe bloom is to half close your eyes and then shine a bright light into them. The way everything spreads out at the edges is bloom.

If you are shortsighted you don't even need to do that.:eye-poppi
robps
S2 licensed
Quote from Bogey Jammer :WIP of V2:



it's raw, not photoshoped, not resized...
Took 4H25 to render and may be faster after tweaking some settings.

Current changes:
  • tweaked specular settings to minimize "white patches"
  • applied a mirror material to the floor
  • smoothed the floor borders
  • changed the gaussian filter (that caused blurring) to Mitchell Netravali filter
  • removed the synthetic lightning setup and replaced it with the new ambient occlusion with maximum samples.
  • adjusted glass tint
  • rims setup with new gloss material
Current conclusion:
  • I'm satisfied with the new ambient occlusion and gloss effect but this one doesn't seem to work when reflected...
  • Small specular shades are buggy with Mitchell Netravali filter, annoying...
  • No windows displayed on the floor. BOO
  • The scene needs a light source above the car.
Comments are welcome

Are you using a polygon light sources or just point lights? if so, you could try and replace the point lights with a polygon sphere as a light souce and disable specularity property on the body material and just go for reflection. You would have to hide them from the render - I assume that can be done in Blender?

The first two images on this thread probably show it a lot clearer than I explained. http://forums.luxology.com/discussion/topic.aspx?id=10963
robps
S2 licensed
Quote from The Very End :I did read it, but I belived reading the main topic here would give me the answer, instad of needing to follow links to find it out
Not that it means anything, but the first post does provide a link, and if I didn`t read that link I wouldn`t know So therfor saying that reading the first post would give me all the answers would be wrong

28/1/2008 SO4 South City Long: 11 lap races for 7 days
04/2/2008 AS7 Aston North: 9 lap races for 7 days
11/2/2008 KY2 Kyoto National: 11 lap races for 7 days
18/2/2008 WE1 Westhill: 11 lap races for 7 days
25/2/2008 AS3 Aston National: 10 lap races for 7 days
03/3/2008 KY3: Kyoto GP Long: 8 lap races for 7 days
10/3/2008 FE4 Fern Bay Black: 7 lap races for 7 days

Is the current schedule for CD2, it is subject to change so it's easier not having to updated all the posters The original posters did have the dates on.
robps
S2 licensed
Some people might know this site, but it is new for me. It's got some excellent tutorials if you are a 3D Studio user, including a Depth of Field tutorial - http://www.onnovanbraam.com/in ... tutorials/depth_of_field/

There is also a link to http://www.the-blueprints.com/ on his main page, which is well worth a look if you even intend to model a car from scratch.
robps
S2 licensed
You might be making that harder than it needs to be.

Both Cinema 4D and Modo both can output 'depth' images, I assume that 3D Studio and other renderers can do the same?

In C4D you enable Muli-Pass Rendereing and add a Channel called 'Depth'. I won't explain it for Modo, as I'm probably the only person here who uses it the below images were done in Modo.

http://www.conedodgers.com/members/robps/depth.png
plus
http://www.conedodgers.com/members/robps/orig.png
using your Step 5
equals
http://www.conedodgers.com/members/robps/XRR.jpg

It's easier to setup a camera before you render to add depth of field, but the above is much quicker.
robps
S2 licensed
Quote from Bogey Jammer :Kerkythea's too blurry, too much shadow noise.. I've saw a scene rendered both with indigo and kerkythea, the difference is scary.
Yafray is better

Kerkithea:


Indigo:

That's true, Indigo is the better MLT renderer of the two (the example images you gave are both MLT renders). However, Kerkythea also has other renderer options, such as the more traditional ray tracing, photon map, path tracing and something called bi-directional path tracing (which seems to be similar to MLT). It might be worth considering testing those options if you haven't tried them?

Quote from niall09 :Is that what you use? Do you have any renders of LFS cars?

No, I can't get to grips with the material system in Kerkythea. I use Cinema4D, although I'm currently using a trial of Modo which is very good. My last render is back here http://www.lfsforum.net/showthread.php?p=583878#post583878
Last edited by robps, .
robps
S2 licensed
Quote from Bogey Jammer :Don't know yet, I'm still learning Indigo and it's quite frustrating to edit materials; too long to wait rendering and my old machine is starting to feel it's really obsolete now. I also think that using Indigo is too difficult to newbies. The simple fact to reload each path texture (because blendigo does not seem to support relative path) would afraid noobs. See my earlier blender tutorial, it's a failure, but the rendering kit is a success because people like it like it is even if it makes basic -blurry plastic- renders but mainly because you just have to put a skin texture and press F12.

What about using something like Kerkythea?
http://www.kerkythea.net/joomla/

There is even intergration with Blender
http://cobalt3d.free.fr/images ... /Blender2Kerkythea_en.htm
robps
S2 licensed
Quote from jayhawk :Nice posters! They look like a pdanev creation.

[CD]Dimo made the posters.

edit: I see I need to put my glasses on since Birder has already said this
robps
S2 licensed
Quote from Lotesdelere :The 'problem' is that as they are now R3 tyres don't heat up enough. As if we needed R2.5 tyres.

So talking about the big GTR's, half of the field is still using R2 and the other half is on R3. Some people are using 'mixed' sets of R2+R3.

People using R2 seem to drive on eggs, being very carefull not to heat the tyres too much while people on R3 can be much more agressive but that doesn't really heat up the tyres enough.

Yes, but we're driving AS3, and there are only about 4 corners per lap that put heat in the tyres ;P
robps
S2 licensed
It's a test patch.....consider it fair warning that the real patch is coming soon.
robps
S2 licensed
Quote from Madman_CZ :Yeah, great job. Now all it needs is a high res skin template but the one that comes with the viewer will do for now.

Live for Speed rocks!

If you are taking about getting the 'flat' wireframe as a .psd then I've done one on the previous page - it's 2048x2048.
FGED GREDG RDFGDR GSFDG