Thanks
Search found 3459 matches
- Thu Dec 05, 2024 4:32 pm
- Forum: Render Gallery
- Topic: Staircase concept
- Replies: 4
- Views: 201
Re: Staircase concept
- Wed Dec 04, 2024 2:46 pm
- Forum: Stargate Projects
- Topic: Greetings from GateGirl86: Into the fire
- Replies: 3
- Views: 65
Re: Greetings from GateGirl86: Into the fire
It's amazing that she has once again brought out SG. Even with her AI images, it's been a while since she created SG-related stuff. And then also a picture combined with her own renderd models. I think she's getting a bit of a taste for it again. On the one hand. But she's also more stressed ...
- Wed Dec 04, 2024 2:04 pm
- Forum: Stargate Projects
- Topic: Greetings from GateGirl86: Into the fire
- Replies: 3
- Views: 65
Re: Greetings from GateGirl86: Into the fire
@Okwa
Thank you Chris for posting this, I'm glad she's ok and still enjoying the art, AI or not, it's great
Thank you Chris for posting this, I'm glad she's ok and still enjoying the art, AI or not, it's great
- Sun Dec 01, 2024 2:09 am
- Forum: Render Gallery
- Topic: Fuel Depot of the UIM
- Replies: 3
- Views: 158
Re: Fuel Depot of the UIM
@Okwa
wow, so very cool and well designed. Not only you do SG but SW too?
I love the look of it, and the refueling station is awesome
I don't know much about SW, is the story all yours?
wow, so very cool and well designed. Not only you do SG but SW too?
I love the look of it, and the refueling station is awesome
I don't know much about SW, is the story all yours?
- Sat Nov 30, 2024 12:46 pm
- Forum: Render Gallery
- Topic: Staircase concept
- Replies: 4
- Views: 201
Re: Staircase concept
Okwa
Thank you :)
For the stairs, I only set Specular=20
For the floor, I get the texture and its normal map from Filter Forge...
https://filterforge.com/filters/4621.html
and I set Diffuse=0.1 Shine=5 and Bump=10 but I should really set Diffuse=0 so that the bump takes place, I forgot to do ...
Thank you :)
For the stairs, I only set Specular=20
For the floor, I get the texture and its normal map from Filter Forge...
https://filterforge.com/filters/4621.html
and I set Diffuse=0.1 Shine=5 and Bump=10 but I should really set Diffuse=0 so that the bump takes place, I forgot to do ...
- Fri Nov 29, 2024 4:05 pm
- Forum: Stargate Projects
- Topic: Dakara "Kel'marok" Freight Space Port
- Replies: 8
- Views: 680
Re: Dakara "Kel'marok" Freight Space Port
@Support If you consider that, apart from the Tel'tak, the smallest freighter is 90x60x90 m and the largest one, which is currently flying into the spaceport, has a diameter of 1100 m, or 1.1 km, that makes 5x5 km seem pretty small. Isn't it? :lol:
It's the combination of setting the texture ...
- Fri Nov 29, 2024 2:36 am
- Forum: Stargate Projects
- Topic: Dakara "Kel'marok" Freight Space Port
- Replies: 8
- Views: 680
Re: Dakara "Kel'marok" Freight Space Port
Many thanks. The land field is 5x5 km, otherwise the freighters would have fit on it. Even with the small freighters it would have looked weird. The smallest one is 90x66x30 meters :D
I created the force field using one of Sketchup's standard textures for glass, as I did for the March image.This ...
- Thu Nov 28, 2024 12:24 pm
- Forum: Stargate Projects
- Topic: Dakara "Kel'marok" Freight Space Port
- Replies: 8
- Views: 680
Re: Dakara "Kel'marok" Freight Space Port
@Okwa
This is massive, and the force field, how did you do that one? When I first saw it, that's exactly what came to mind. Seeing the architecture from up close like this is nice, it does look Jaffa
So the entry point is the roof or is there another entry point with normal bay doors?
This is massive, and the force field, how did you do that one? When I first saw it, that's exactly what came to mind. Seeing the architecture from up close like this is nice, it does look Jaffa
So the entry point is the roof or is there another entry point with normal bay doors?
- Tue Nov 26, 2024 12:11 am
- Forum: Render Gallery
- Topic: Staircase concept
- Replies: 4
- Views: 201
Staircase concept
Designed in SketchUp 2024 and rendered using Raylectron v5.3 build 120
- Tue Nov 19, 2024 1:39 am
- Forum: Stargate Projects
- Topic: Free Jaffa Empire Space Habitat
- Replies: 4
- Views: 394
Re: Free Jaffa Empire Space Habitat
@Okwa
wow, what a story
10 light years in 170 seconds Can you imagine going to the orange dwarf Epsilon Eridani from earth in just under 3 minutes?
The render is really nice Is the Tel'kahet that big compared to the asteroid? or is it a perspective trick?
wow, what a story
10 light years in 170 seconds Can you imagine going to the orange dwarf Epsilon Eridani from earth in just under 3 minutes?
The render is really nice Is the Tel'kahet that big compared to the asteroid? or is it a perspective trick?
- Mon Nov 18, 2024 3:21 pm
- Forum: Stargate Projects
- Topic: Asgard's Oneill
- Replies: 6
- Views: 529
Re: Asgard's Oneill
Yes I know, just to tease her, maybe she'll drop by and say hiOkwa wrote: Mon Nov 18, 2024 9:30 am @Support Awesome, Michael, really awesome! I'll try to tell her. But Mel is a little more difficult to reach at the moment, due to understandable circumstances.
- Sat Nov 16, 2024 3:23 pm
- Forum: Stargate Projects
- Topic: Asgard's Oneill
- Replies: 6
- Views: 529
Re: Asgard's Oneill
@Alienizer
wow, I really like the first one, very soft and "space" like I followed your idea, and it works really well...
@Okwa I think @GateGirl86 would love this render of her model (which I still have)...
wow, I really like the first one, very soft and "space" like I followed your idea, and it works really well...
@Okwa I think @GateGirl86 would love this render of her model (which I still have)...
- Fri Nov 15, 2024 2:58 pm
- Forum: What's new in v5
- Topic: v5.3 build 120 (November 15, 2024)
- Replies: 0
- Views: 370
v5.3 build 120 (November 15, 2024)
Fixed "Mode 2" in Illumination to work as it did in v4.
Tweaking of the rendering engine.
Tweaking of the rendering engine.
- Thu Nov 14, 2024 12:12 pm
- Forum: Stargate Projects
- Topic: Free Jaffa Nation Space Habitat
- Replies: 8
- Views: 625
Re: Free Jaffa Nation Space Habitat
@Okwa
Interesting. And at the same time, it's mobile, and can move out of danger, preserving the habitat.
Interesting. And at the same time, it's mobile, and can move out of danger, preserving the habitat.
- Wed Nov 13, 2024 12:37 pm
- Forum: Stargate Projects
- Topic: Free Jaffa Nation Space Habitat
- Replies: 8
- Views: 625
Re: Free Jaffa Nation Space Habitat
I like that, modernized Jaffa Nation ships visiting a versatile space habitat and well done on the Ran'sef-Class space habitat
- Mon Nov 11, 2024 2:02 pm
- Forum: Raylectron
- Topic: Convering Material to Grass Fails
- Replies: 8
- Views: 593
Re: Convering Material to Grass Fails
What do you mean it's not generating grass? The number of faces that shows in the status bar stays the same even after you apply the grass?
- Mon Nov 11, 2024 1:58 pm
- Forum: Raylectron
- Topic: Convering Material to Grass Fails
- Replies: 8
- Views: 593
Re: Convering Material to Grass Fails
That's most of the problems, is making changes while it's rendering. The best way to avoid this is to stop the render and turn of Draft mode so it's a quick render when making changes. We should prevent setting changes while it's rendering, but we did not because it's not always a problem. When ...
- Mon Nov 11, 2024 11:18 am
- Forum: Raylectron
- Topic: Convering Material to Grass Fails
- Replies: 8
- Views: 593
Re: Convering Material to Grass Fails
Is the render going while you try to generate grass?
- Sun Nov 10, 2024 12:59 pm
- Forum: Raylectron
- Topic: Convering Material to Grass Fails
- Replies: 8
- Views: 593
Re: Convering Material to Grass Fails
Also, if all you want is grass, nothing special about it, then I would use the Assets instead. Basically, go to the Assets setting and click Add, then select Tall Grass. Once it loads, it'll show you a yellow box, don't bother with that and simply right click on the area where you want grass on ...
- Sun Nov 10, 2024 11:46 am
- Forum: Raylectron
- Topic: Convering Material to Grass Fails
- Replies: 8
- Views: 593
Re: Convering Material to Grass Fails
It could be because there are too many blades, and you ran out of memory, or something else. Can you send a screen shot of your grass settings before you click Apply so I can visualize this?
- Sat Nov 09, 2024 11:04 am
- Forum: Raylectron
- Topic: New beta
- Replies: 42
- Views: 2530
Re: New beta
Great, thank you for letting me know. But now, a new bug reported by someone, when saving while it's rendering saves with grains so I have to fix this before the final release.Okwa wrote: Sat Nov 09, 2024 2:41 am @Support Oh, I forgot to let you know yesterday. Everything is going great for me too.
- Sat Nov 09, 2024 11:02 am
- Forum: Raylectron
- Topic: Image Export Question
- Replies: 2
- Views: 303
Re: Image Export Question
Hello again! I always seem to have the random export questions haha Attached 2 images. 1st is while the image is rendering. Looks great, no grain, awesome. The second is what it looks when export the image. Happens with both transparent background and non-transparent. I'm sure its user error but ...
- Fri Nov 08, 2024 4:49 pm
- Forum: Raylectron
- Topic: New beta
- Replies: 42
- Views: 2530
Re: New beta
@Support
I've downloaded the latest and tested both the CPU and GPU stars/nebula. They work perfect. Within 30 seconds, I was able to get the look I was looking for. Thank you for such great render :salute
You are welcome Mike and thanks for testing it :salute
It looks like you're zooming ...
- Thu Nov 07, 2024 3:18 pm
- Forum: Raylectron
- Topic: New beta
- Replies: 42
- Views: 2530
Re: New beta
@Support
No problem, Michael.
I will continue to monitor the "problem" with the resolution after the language change. So far I have started Raylectron every time via the shortcut and have not tested whether the error also occurs when I open Raylectron via SketchUp, when I have loaded a model to ...
- Thu Nov 07, 2024 12:23 pm
- Forum: Raylectron
- Topic: New beta
- Replies: 42
- Views: 2530
Re: New beta
I have never used the German version. Ok, let's get straight to the biggest problem, which I hope I can explain clearly: When I change the language from English to German (or any other language), the resolution is automatically set to 940x540. If I then want to change to 1920x1080 via ‘More ...