Keep 3DLuVr online!
3DLuVr Logo
Sections
Articles
 From the Real World
 Digital Painting Series
 Featuring of...
 On the Bookshelf
Tutorials
 3ds max
 LightWave3D
 Softimage XSI
 Rhinoceros 3D
 Video Tutorials
FunZone menu
 I always wanted to be
 Talk to an employer
 Why Ask "Why"
TechZone menu
 Hardware Reviews
 Software Reviews
 Benchmarking
 Q&A, Tips & Tricks
UserZone menu
 The Artist Sites
 15 Min of Fame
 Request an Account
 Current Assignment
 Sponsors & Prizes
 Make a Submission
 Voting Booth
 Competition Rules
About menu
 Mission Statement
 Policies
 Advertising
 Comments
 Poll Archive
 Links
 How to IRC
 Donations
Login
Log in to be able to post comments to the news items, forum posts, and other facilities.
Username: 
 
Password: 
Not registered? Register!     Lost Password?
Poll
 Your New Year`s Resolution is...
Gain employment
Stop smoking/drinking/etc
Get back in shape
Find the meaning of life
Conquer the World
Absolutely nothing

    Poll Results
Comments
Want to leave us a comment about the site or in general? Click here to access the form.
ArtZone Heading
"The Junkyard"
Added on: Wed Feb 27 2002
Page: 1 2 3 4 5 

At this point I had two options:

1. Increase the number of filling lights (reducing the values to compensate light) to create a more dense "lighting grid". This would take more time to do and more tests. It also needed adjusting new lights to morphology and colours from the scene and test it all over again.

Or

2. Delete all blue lights, add a sky (dome), delete any yellow and bottom lights, and activate any support from the radiosity engine (minimum difussion) and use only 1-2 tests to adjust the lighting exposure. The engine would draw all bouncing shadows for me while I sleep...

I choose the 2nd option. This increased rendering time a lot the, but wasn't a problem for a still image. It also saved me from many more tests and working on obtaining more detailed image.

When you look at the images in general, they are similar, but radiosity shows more details.


That's all.

I think was easy but not fast (modelling it's a lot easy, is basically assembling primitives work, and extrude work) but was complex to manage due at the amount of objects.

If anyone have any question, just email me.


The final image is shown below as a wireframe and full rendered.


 
1997-2017 3DLuVrTM (Three Dee Lover)
Best viewed in 1024x768 or higher,
using any modern CSS compliant browser.