Search found 39 matches
- Mon Oct 16, 2017 7:22 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
This is close to a final render - the bump is a different scale to the actual area that would be just the paper edge of the fine art print, but it is a paper bump, not a bump of the art work. I tried to create a wire frame render in PhotoShop with this and a capture from SketchUp overlaying it which...
- Mon Oct 16, 2017 3:02 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
My terminology may be off a bit. In the render I posted previously in this topic (with settings visible) you can see that the texture determines the bump in the render (where the artwork was). When I changed the normal to the exact dimensions of the texture, the normal then determined the bump in th...
- Mon Oct 16, 2017 2:34 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
I edited the normal to the same dimensions as the texture file and the bump was corrected to the normal map surface, removing the texture surface bump.
A successful result.
A successful result.
- Fri Oct 13, 2017 3:57 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
You're saying the texture UV is also used for the normal map. But the normal map has detailed bump info for UV and W - it is over ridden? The point of this exercise for me, is to create a paper bump for an image as per what I have uploaded (a normal from a water colour paper texture, bumping an art ...
- Fri Oct 13, 2017 3:04 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
The specular is still a little experimental, possibly unnecessary.
The normal is not the same size / resolution as the texture used. If I cropped the normal to the same size / resolution as the texture, would it then take priority, and create the bump for the art texture?
The normal is not the same size / resolution as the texture used. If I cropped the normal to the same size / resolution as the texture, would it then take priority, and create the bump for the art texture?
- Fri Oct 13, 2017 1:15 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
Yes - all maps in this set are the same size - 1880 x 1880. Is there an upper limit to map res for Raylectron.
- Thu Oct 12, 2017 9:23 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
The only significant difference between this normal map and most that I make myself is this one is 1880 x 1880. Many I do are less than 1000 x 1000.
- Thu Oct 12, 2017 8:20 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
Yes - the normal map is a bluish colour. I create my own in PhotoShop from the original textures. I have used many of my own and I haven't had a problem before. Bear in mind though, this is a normal map of paper texture which is very fine. This is a close-up of the normal map: Normal Map detail.PNG
- Thu Oct 12, 2017 6:57 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
The specular map is meant to add a bit of sparkle / visibility to the paper texture as the bump depth would normally be set to .5 or less. The normal map in the settings screen capture above is a paper texture, but the image texture (of the art work) is creating the bump terrain in the clay render. ...
- Thu Oct 12, 2017 3:05 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
Practicing a few clay renders (and then overlay SketchUp capture of wire frame in Ps). I have an issue with the texture file taking priority over the normal and specular maps. I am rendering an art print and using normal and specular maps of simple art paper (exaggerating the bump depth here for cla...
- Mon Oct 02, 2017 2:05 pm
- Forum: Raylectron
- Topic: Normal, specular loading
- Replies: 2
- Views: 5759
Re: Normal, specular loading
N problem - I have a simple work around.
- Mon Oct 02, 2017 1:13 pm
- Forum: Raylectron
- Topic: Normal, specular loading
- Replies: 2
- Views: 5759
Normal, specular loading
I have an issue with loading a .rof on a different computer - the normal and specular maps don't load automatically (textures do). I have put all textures / maps, .cfg, .rof and .skp in one folder when opening on another computer - is there another way to make this happen?
- Sat Sep 30, 2017 3:58 pm
- Forum: Raylectron
- Topic: Transparent emitter
- Replies: 29
- Views: 40334
Re: Transparent emitter
Okay - I will experiment with beam none.
- Sat Sep 30, 2017 10:45 am
- Forum: Raylectron
- Topic: Transparent emitter
- Replies: 29
- Views: 40334
Re: Transparent emitter
New firelight render with your help. No hint of sphere light "shadows". I used to use flat invisible lights in the fireplace cavity, but they left a dividing line shadow on the side walls, which is why I switched to a dome light and now something in the shape of a flattened sphere. The sce...
- Tue Sep 26, 2017 12:54 pm
- Forum: Raylectron
- Topic: Transparent emitter
- Replies: 29
- Views: 40334
Re: Transparent emitter
with the last image upload - the dome lights were deliberately over exposed for effect.
- Tue Sep 26, 2017 12:53 pm
- Forum: Raylectron
- Topic: Transparent emitter
- Replies: 29
- Views: 40334
Re: Transparent emitter
Here is a render using 2 very small dome lights hidden behind the flames - the hard bottom edge of each dome light may be casting shadows.
I will PM you with the problem dome light model shortly.
I will PM you with the problem dome light model shortly.
- Sat Sep 23, 2017 1:54 am
- Forum: Raylectron
- Topic: Transparent emitter
- Replies: 29
- Views: 40334
Re: Transparent emitter
I tried a few settings including pure white for the back colour - no setting seems to currently get rid of the issue, although I am sure I did some fireplace renders a few weeks back without the shadow. The dome power is greater than the flame power. The flame power is limited to a natural flame loo...
- Fri Sep 22, 2017 10:58 am
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
I tried the OpenGL + performance mode wire frame setting - not what I'm looking for.
Do you have a sample?
I may use this option for the time being - just a SketchUp capture.
Do you have a sample?
I may use this option for the time being - just a SketchUp capture.
- Fri Sep 22, 2017 10:54 am
- Forum: Raylectron
- Topic: Transparent emitter
- Replies: 29
- Views: 40334
Re: Transparent emitter
Here is the front view with a much clearer view of the dome light shadow.
Settings - emissive colour on the outside of the dome - 100% transparent. Interior colour 100% transparent as well.
Settings - emissive colour on the outside of the dome - 100% transparent. Interior colour 100% transparent as well.
- Thu Sep 21, 2017 6:16 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Re: Wire frame render
So far I have tried a SketchUp screen capture, not sure if that will satisfy clients.
- Thu Sep 21, 2017 6:13 pm
- Forum: Raylectron
- Topic: Wire frame render
- Replies: 26
- Views: 39806
Wire frame render
I am trying to create a render similar to this...
Can Raylectron do it.- Thu Sep 21, 2017 6:10 pm
- Forum: Raylectron
- Topic: Transparent emitter
- Replies: 29
- Views: 40334
Re: Transparent emitter
I need the flames as emitters for realism of the flame effect and also for the way they reflect off other surfaces.
I will experiment with other dome light shapes to make them more similar in shape to the flames.
I will experiment with other dome light shapes to make them more similar in shape to the flames.
- Wed Sep 20, 2017 11:49 am
- Forum: Raylectron
- Topic: Transparent emitter
- Replies: 29
- Views: 40334
Re: Transparent emitter
Thanks - I just tried the beam none - I am looking for a very artistic effect and this setting doesn't cast enough light for me (I don't want the flames alone to emit too much light as they begin to look like very over exposed photos which is not the quality artistic effect I'm looking for). Could I...
- Tue Sep 19, 2017 6:14 pm
- Forum: Raylectron
- Topic: Transparent emitter
- Replies: 29
- Views: 40334
Re: Transparent emitter
So far I have used a standard method of applying the flame textures to a curved surface, which gives the flames some three dimensional lighting effects during rendering, but not enough to light the hearth area sufficiently. I can try other configurations where the dome light and flames don't interse...
- Tue Sep 19, 2017 2:58 pm
- Forum: Raylectron
- Topic: Transparent emitter
- Replies: 29
- Views: 40334
Re: Transparent emitter
The dome light is an actual dome (top half of a sphere) which has been flattened a lot from front to back. The entire surface of the dome - front, back and bottom are all the same emissive colour, fully transparent. The interior of the dome is fully transparent but not emissive - I think making the ...