A day at the Alpha Site

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Re: A day at the Alpha Site

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I totally agree. But if you find a model you want, send me the link to it, I'll download it and save it for 2017 and send you a link to it.
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Re: A day at the Alpha Site

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Thank you Michael, that would work brilliantly! :salute <3
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Re: A day at the Alpha Site

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:salute
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Re: A day at the Alpha Site

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PM sent :mrgreen:
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Re: A day at the Alpha Site

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Did you send a link or a file? I didn't get the PM!!!
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Re: A day at the Alpha Site

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Bugger! I thought that was a bit screwy. I'll send it again. :lol: :shock:
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Re: A day at the Alpha Site

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Got it
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Re: A day at the Alpha Site

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:salute
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Re: A day at the Alpha Site

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A little glimpse of the Alpha Site car pool :mrgreen:
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Re: A day at the Alpha Site

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very cool, they look like toys tho :lol:

Don't be scared to set the number of instances for your grass to a large number like 200,000 it's not like it's going to crash your laptop, instances use very little memory.
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Re: A day at the Alpha Site

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I thought they looked real! :shock:

I set it at a million. The problem I encountered was, as you extend the boundary to the horizon, the grass closer to the camera becomes sparse?
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Re: A day at the Alpha Site

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They look like toys because you didn't use the Car Paint setting (drop down menu "Convert this material"). :mrgreen:

ah ok, one million over a greater area will increase the number per square unit, which will also increase the distance between each instance. It's randomly positioned but technically, if you have an area of 10x10 meters and select 100 instances, you will have 1 per meter square and if you increase the area to 20x20 but keep it at 100 instances, you will have 1 per 4 square meter.

What you can do is size the red box smaller but offset it so that its back edges are not far behind the camera because what you see in front is also as deep in the back but not visible.
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Re: A day at the Alpha Site

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I couldn't see what I was doing after a bit because I went and put in the trees first and the rotation thing isn't working too well. When I do try to use it, the whole screen become pixelated and nothing moves visually for quite a few moments. I think it is this dodgy computer I'm using.

Oh I got a sale for you. One of my DeviantArt friends bought Raylectron the other day :mrgreen:

I did use the car paint (metallic) but at the same time, I needed to keep the matte finish as these are military vehicles. If you look down from 3 or 4 stories up, cars will always look like toys. :lol:
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Re: A day at the Alpha Site

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Yes, that's the drawback in Raylectron, because it's not using a game engine like Sketchup, it takes longer to display a frame, so you have to guess when you move the mouse and wait till the frame is done because continuing rotations etc. I'm working on a way to speed this up, even if it's not perfect, at least you'll be able to see the frames in real time.

Thank you :) <3

Very true, military vehicles do look like toys, no shine, I suppose if they had shine, they'll be easy to spot. Maybe put a different texture like a camouflage one?
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Re: A day at the Alpha Site

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BTW, for the ground, you could turn on "Textured ground" and use the grass texture, then it will look like grass along with the grass asset, unless you want the sand as it is.
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Re: A day at the Alpha Site

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I did originally have the grass texture there, but it looked too green I guess for my eyes. I think the sandy ground gives it more of a 'where could this place be'? look
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Re: A day at the Alpha Site

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yes it does give that look
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Re: A day at the Alpha Site

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Support wrote: Tue Feb 21, 2023 12:18 pm Yes, that's the drawback in Raylectron, because it's not using a game engine like Sketchup, it takes longer to display a frame, so you have to guess when you move the mouse and wait till the frame is done because continuing rotations etc. I'm working on a way to speed this up, even if it's not perfect, at least you'll be able to see the frames in real time.

Thank you :) <3

Very true, military vehicles do look like toys, no shine, I suppose if they had shine, they'll be easy to spot. Maybe put a different texture like a camouflage one?
Damn I totally missed this message. :D
Yes I've noticed. And as I mentioned to my friend, the bigger in file size the longer it takes to render and that is only if you can render it all. I have one model Raylectron refuses to load.

You're welcome. I have been nagging him for months now. I think he gave up in the end. :lol:

Now that would be handy. While they don't shine per se. they is a certain amount of gloss in all paint surfaces. It's just hard to portray that in a model render.
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Re: A day at the Alpha Site

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GateGirl86 wrote: Tue Feb 21, 2023 1:23 pm Yes I've noticed. And as I mentioned to my friend, the bigger in file size the longer it takes to render and that is only if you can render it all. I have one model Raylectron refuses to load.
You do have a very low-end laptop with only 4 threads and not that much memory, that will affect the render a lot if it can even load it. On mine, 16 threads and 32gb of RAM, it's fast and I can load any models and I even test it with over 5 million tress and my memory only went down 2% and still fast to render.
GateGirl86 wrote: Tue Feb 21, 2023 1:23 pm You're welcome. I have been nagging him for months now. I think he gave up in the end. :lol:
I want them to be happy with Raylectron and I hope they are!
GateGirl86 wrote: Tue Feb 21, 2023 1:23 pm Now that would be handy. While they don't shine per se. they is a certain amount of gloss in all paint surfaces. It's just hard to portray that in a model render.
Maybe put just a bit of shine but also use the Diffuse? Like 5 for Shininess and 1 for Diffuse?
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Re: A day at the Alpha Site

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1/ I know. We're trying to balance our finances at the moment. It isn't easy even with my job. Hubby desperately needs fulltime work.

2/ He's loving it and I told him to get his backside over here!

3/ Testing that with one of Dad's cars :mrgreen:
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Re: A day at the Alpha Site

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Meanwhile at the Alpha Site
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Re: A day at the Alpha Site

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oh wow, very cool :)
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Re: A day at the Alpha Site

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Thank you! :salute
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