post-Ori-hangar WIP

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Re: post-Ori-hangar WIP

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Okwa wrote: Sat Aug 03, 2024 10:18 am Edited version of the hangar. The purple lines in the floor are supposed to be power lines. After I had finished this test image, I deleted them again in Sketchup. They don't have the effect I was hoping for. I have created some additional images for the screens in the background. On the wall on the left is now a passage to the neighboring hangar, which can also be used to move vehicles back and forth. The black plates are armored doors for elevators to the hangar below. Post-Ori ships have 2x2 or 2x3 rows of hangars. Vehicles can also be transferred between these hangars.
You're working fast and it looks really good :salute

How are the powerlines suppose to look like?
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Re: post-Ori-hangar WIP

Post by Okwa »

Support wrote: Sat Aug 03, 2024 11:51 am
Okwa wrote: Sat Aug 03, 2024 2:47 am @Support The models are actually crap. Your program is only so good. :D :salute I have uploaded the original image as a counter-example.
I have never noticed such an anomaly.
0 to 1000 makes setting easier in any case.
Well, I do have to admit that the mountains are horrible that way :shock:
:lol:
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Re: post-Ori-hangar WIP

Post by Okwa »

Support wrote: Sat Aug 03, 2024 11:54 am
Okwa wrote: Sat Aug 03, 2024 10:18 am Edited version of the hangar. The purple lines in the floor are supposed to be power lines. After I had finished this test image, I deleted them again in Sketchup. They don't have the effect I was hoping for. I have created some additional images for the screens in the background. On the wall on the left is now a passage to the neighboring hangar, which can also be used to move vehicles back and forth. The black plates are armored doors for elevators to the hangar below. Post-Ori ships have 2x2 or 2x3 rows of hangars. Vehicles can also be transferred between these hangars.
You're working fast and it looks really good :salute

How are the powerlines suppose to look like?
To be honest, I don't know myself. I have thought about something else. I have created some very nice external powerlines for my Daedalus Class. I'm going to create powerlines in a similar design and inlay them into the floor. Perhaps with a kind of transparent layer on top. Let's see what that looks like.

BTW, working fast is easy when in truth you have hardly done anything. The models I added are very simple and basic. And the background images are AI images. Once you have the right prompts, they create themselves very quickly. It's not rocket science these days.
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Re: post-Ori-hangar WIP

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Okwa wrote: Sat Aug 03, 2024 3:00 pm To be honest, I don't know myself. I have thought about something else. I have created some very nice external powerlines for my Daedalus Class. I'm going to create powerlines in a similar design and inlay them into the floor. Perhaps with a kind of transparent layer on top. Let's see what that looks like.

BTW, working fast is easy when in truth you have hardly done anything. The models I added are very simple and basic. And the background images are AI images. Once you have the right prompts, they create themselves very quickly. It's not rocket science these days.
transparent layer over it? hmmm, what will that do if it's transparent :?:

I meant the model not the images. It was only a day or so that you posted that model and it was empty, so you work fast :D :salute
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Re: post-Ori-hangar WIP

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Okwa wrote: Sat Aug 03, 2024 3:00 pm Vielleicht mit einer art Tranparenter schicht darüber. Mal sehen, wie das aussieht.
You must be tired :o
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Re: post-Ori-hangar WIP

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@Okwa

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Re: post-Ori-hangar WIP

Post by Okwa »

Support wrote: Sat Aug 03, 2024 3:04 pm
Okwa wrote: Sat Aug 03, 2024 3:00 pm To be honest, I don't know myself. I have thought about something else. I have created some very nice external powerlines for my Daedalus Class. I'm going to create powerlines in a similar design and inlay them into the floor. Perhaps with a kind of transparent layer on top. Let's see what that looks like.

BTW, working fast is easy when in truth you have hardly done anything. The models I added are very simple and basic. And the background images are AI images. Once you have the right prompts, they create themselves very quickly. It's not rocket science these days.
transparent layer over it? hmmm, what will that do if it's transparent :?:

I meant the model not the images. It was only a day or so that you posted that model and it was empty, so you work fast :D :salute
You're right, an additional transparent layer makes no sense. :lol:

I also mean the models. :D The gate is just an arch. Nothing more. The rest color and texture. Not a minute's work. And the consoles in the background are just blocks onto which I applied an AI image as a texture. Same thing, a minute or so. Since the consoles are so far away from the viewer, I'll spare myself any superfluous detail. You don't recognize them that way. And the elevator doors are a rectangle to which I applied a greeble generator. Creating this was even quicker.
It took the longest time to get an "AI" to create an image that was at the right camera angle. Top view and not always a sideways/angled view.

Let's tell it like it is. My models are quickly created, not very detailed creations that only become something impressive thanks to your magic. :salute

Oops, I thought I corrected the sentence fast enough that no one would notice. :lol: Not tired, just distracted. Saturday evening I have babysitting duty for my nephew and niece. :D
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Re: post-Ori-hangar WIP

Post by Okwa »

@Support As a "test" for the new ocean, I re-rendered another old scene. This is Camp Aner'i. And since I didn't like the first angle, I took a second image. And since I personally like the second angle very much, I will post both pictures as a separate post with a detailed description. The first picture is necessary for the description/oversight, even if I don't like this version that much. :lol: :salute
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Re: post-Ori-hangar WIP

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@Okwa I like both, what is it about the first one you don't like???
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Re: post-Ori-hangar WIP

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Okwa wrote: Sun Aug 04, 2024 2:00 am I also mean the models. :D The gate is just an arch. Nothing more. The rest color and texture. Not a minute's work. And the consoles in the background are just blocks onto which I applied an AI image as a texture. Same thing, a minute or so. Since the consoles are so far away from the viewer, I'll spare myself any superfluous detail. You don't recognize them that way. And the elevator doors are a rectangle to which I applied a greeble generator. Creating this was even quicker.
It took the longest time to get an "AI" to create an image that was at the right camera angle. Top view and not always a sideways/angled view.

Let's tell it like it is. My models are quickly created, not very detailed creations that only become something impressive thanks to your magic. :salute
oh! I didn't know you were using AI images, I thought it was modeled :o :o :o
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Re: post-Ori-hangar WIP

Post by Okwa »

@Support Why bother? You can't see the details from this distance anyway. The AI's mistakes don't matter. You see, I think that's exactly what this new technology is for. To take away the time-consuming work in places where possible errors don't matter.
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Re: post-Ori-hangar WIP

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Okwa wrote: Mon Aug 05, 2024 1:27 am @Support Why bother? You can't see the details from this distance anyway. The AI's mistakes don't matter. You see, I think that's exactly what this new technology is for. To take away the time-consuming work in places where possible errors don't matter.
I absolutely agree 100% with you on this :salute
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Re: post-Ori-hangar WIP

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Support wrote: Sun Aug 04, 2024 5:17 pm @Okwa I like both, what is it about the first one you don't like???
I think the lawn and the coastline, or rather the terrain, could be better. You can see that quite clearly in the first image. The scene wasn't actually intended for a image from this angle either, but was originally taken at a 30° angle. I created the scenery around the same time as the model for the parliament building, so it's already 6-7 years old. I'll do it again at some point.
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Re: post-Ori-hangar WIP

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Okwa wrote: Mon Aug 05, 2024 1:34 am I think the lawn and the coastline, or rather the terrain, could be better. You can see that quite clearly in the first image. The scene wasn't actually intended for a image from this angle either, but was originally taken at a 30° angle. I created the scenery around the same time as the model for the parliament building, so it's already 6-7 years old. I'll do it again at some point.
Well, I read your mind because I just finished working on a "Deform texture repetition" that will 'scramble' the texture so that it doesn't have those repetition blocks so that would work perfectly for that model or others...
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Re: post-Ori-hangar WIP

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@Support :excited: :excited: :excited: :excited: :excited: :excited: :excited: :excited: :excited:
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Re: post-Ori-hangar WIP

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@Okwa Here it is, it's in the Material Editor, right under X and Y Offset. It works on all textures. Once deformed, you can set the size to make it look even more the way you want. Like this one, the ground and the ship textures are deformed, it makes the ship look like the Army!
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Re: post-Ori-hangar WIP

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@Support That looks great. You outdo yourself again and again. Don't be surprised about the ocean in the top view. I used a different setting for the close-up because the top view setting didn't look good from close up. Unfortunately I forgot the settings for the top view and couldn't find them again. Although I tried. :lol:
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Re: post-Ori-hangar WIP

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Okwa wrote: Mon Aug 05, 2024 8:58 am @Support That looks great. You outdo yourself again and again. Don't be surprised about the ocean in the top view. I used a different setting for the close-up because the top view setting didn't look good from close up. Unfortunately I forgot the settings for the top view and couldn't find them again. Although I tried. :lol:
Thank you Chris :salute

Your ground, the green and brown one, looks so much better now that the pattern is gone. Maybe do the grey area around the pyramid too and the driveways?

If the Ocean looks good for up close, you need to increase the Length and Amplitude as the camera is going away because the waves will look too small, and the Amplitude (bump level) will not be as noticeable either.
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Re: post-Ori-hangar WIP

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Support wrote: Mon Aug 05, 2024 12:04 pm
Okwa wrote: Mon Aug 05, 2024 8:58 am @Support That looks great. You outdo yourself again and again. Don't be surprised about the ocean in the top view. I used a different setting for the close-up because the top view setting didn't look good from close up. Unfortunately I forgot the settings for the top view and couldn't find them again. Although I tried. :lol:
Thank you Chris :salute

Your ground, the green and brown one, looks so much better now that the pattern is gone. Maybe do the grey area around the pyramid too and the driveways?

If the Ocean looks good for up close, you need to increase the Length and Amplitude as the camera is going away because the waves will look too small, and the Amplitude (bump level) will not be as noticeable either.
Since the areas around the pyramid are a footpath and, like the runway, consist of concrete slabs, that would be illogical, wouldn't it? In reality, the patterns are also repeated on such areas.

I already had length and amplitude at maximum. I also had them on the setting that I am very sure I used for the image I created before. I felt like I didn't see any change no matter what setting I used. I was about to report an error message to you. I thought maybe the new function had messed up the ocean function. But then I saw in the close-up that the water looked as I expected. Maybe there was just a loading error. I'll render the scene again tomorrow. Maybe it really was just a loading error. I've had that before.
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Re: post-Ori-hangar WIP

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@Support It didn't leave me in peace. So I tested it right away. It's the color that you set for the ground in the Sun tab. If I set the color to black, the waves are perfectly visible. If I set the color to a lighter value, the waves are less visible. I can no longer match the color tone from the first version of this image. But I had gotten it to a similar value. But then you can see the waves less clearly than in the first version of the image. To make the waves visible, I had to make the background darker here than in the first version.

Oh, and I edited the footpath with the new function. :lol:
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Re: post-Ori-hangar WIP

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Okwa wrote: Mon Aug 05, 2024 2:32 pm Since the areas around the pyramid are a footpath and, like the runway, consist of concrete slabs, that would be illogical, wouldn't it? In reality, the patterns are also repeated on such areas.

I already had length and amplitude at maximum. I also had them on the setting that I am very sure I used for the image I created before. I felt like I didn't see any change no matter what setting I used. I was about to report an error message to you. I thought maybe the new function had messed up the ocean function. But then I saw in the close-up that the water looked as I expected. Maybe there was just a loading error. I'll render the scene again tomorrow. Maybe it really was just a loading error. I've had that before.
Yes that make sense. But maybe make it so that the lines cross the path so that in between the lines, it's a full slab?

ok, let me run so test for this wave thing but let me ask, how high is your camera? You can see that in the Camera section, the Y position.
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Re: post-Ori-hangar WIP

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Okwa wrote: Mon Aug 05, 2024 3:03 pm @Support It didn't leave me in peace. So I tested it right away. It's the color that you set for the ground in the Sun tab. If I set the color to black, the waves are perfectly visible. If I set the color to a lighter value, the waves are less visible. I can no longer match the color tone from the first version of this image. But I had gotten it to a similar value. But then you can see the waves less clearly than in the first version of the image. To make the waves visible, I had to make the background darker here than in the first version.

Oh, and I edited the footpath with the new function. :lol:
"It didn't leave me in peace." oh yes, I can relate to that :lol:

The footpath is not correct as you explained. It can't be a whole solid slab, makes no sense indeed.
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Re: post-Ori-hangar WIP

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@Okwa I've made more changes. This time, the ocean will stay the same even when the camera height changes, so that should make it easy to set up.

When the ground is white, you do need to set the Amplitude very high, even maxed out. Because, water is transparent and the ground is white, like the sky, so it's not that easy to see the waves. But when the ground is black, you can see that color blend with the water, different than the sky, so the amplitude is much stronger.

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Re: post-Ori-hangar WIP

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Support wrote: Mon Aug 05, 2024 11:20 pm @Okwa I've made more changes. This time, the ocean will stay the same even when the camera height changes, so that should make it easy to set up.

When the ground is white, you do need to set the Amplitude very high, even maxed out. Because, water is transparent and the ground is white, like the sky, so it's not that easy to see the waves. But when the ground is black, you can see that color blend with the water, different than the sky, so the amplitude is much stronger.
That's a misunderstanding. With regard to the footpath, I meant that there are many, evenly distributed concrete slabs. Not just one. And since there are many concrete slabs, there is a repeating pattern.

I understand that the waves are much more visible with a black ground than with a white ground. It's like a mirror. The only thing that confused me was that I didn't use a black ground for the ocean in the first version of Camp Aner'i, but a lighter one that was more blue. And you could see the waves. Now with the last version, however, I had to go very strongly in the direction of black. Of course, it could also be that the sun is in a different position. The shadow cast also has a certain influence, doesn't it?

I'll try that out right away. :D :salute
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Re: post-Ori-hangar WIP

Post by Okwa »

@Support Sorry, I didn't see the first comment where you asked how high the camera is. About 2800 meters.
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