post-Ori-hangar WIP
post-Ori-hangar WIP
I'm currently working on an interior view of the spaceships I posted in "Let's celebrate the latest version of Raylectron". Third image, titled "Astria Republea new Beta". To be precise, a hangar of the spaceship on the far right, the largest one. This is still a WIP in the very early stages. I have my problems with interior design. Design and positioning of consoles, pipes, screens etc. is not my comfort zone.
This image is just a test to see how the "screens" I put on the back wall looks rendered. Apart from the shape of the room, which is dictated by the spaceship design, and the position of the screens, everything can still change. Above all, I need to correct the textures, especially for the space fighters. They are quite shiny. Although this looks pretty cool in the shots of the spaceships in space, it is annoying here.
@Support @BKilburn
This image is just a test to see how the "screens" I put on the back wall looks rendered. Apart from the shape of the room, which is dictated by the spaceship design, and the position of the screens, everything can still change. Above all, I need to correct the textures, especially for the space fighters. They are quite shiny. Although this looks pretty cool in the shots of the spaceships in space, it is annoying here.
@Support @BKilburn
- Attachments
-
- post-Ori-Hangar.jpg (357.58 KiB) Viewed 3473 times
Re: post-Ori-hangar WIP
@Okwa I know exactly what you mean Chris. It's like, you have to live it to know where to place all that stuff. Simply thinking about it doesn't work. When I make a simple living room for example, I can't just think the TV will go there, the couch there etc. Doesn't look good. I have to role play myself living in it, over and over, then I move things around and re-role-play again, it can take days. The same in real life, you move to a new place and after a month, everything has moved right?
For the screens, do you make them emitters?
For the shine, let me give you a hint, don't use Shine, use the IOR instead. Originally, IOR was made for transparencies like glass, plastics etc. But now, it can be used with transparency = 0 which produces much more realistic shines.
I didn't know you were also making the interior for that mode that's a lot of work!
For the screens, do you make them emitters?
For the shine, let me give you a hint, don't use Shine, use the IOR instead. Originally, IOR was made for transparencies like glass, plastics etc. But now, it can be used with transparency = 0 which produces much more realistic shines.
I didn't know you were also making the interior for that mode that's a lot of work!
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
@Okwa oh, and another thing, the floor, if you can explode it and make it a group, open the group, then right click on one of the tile and select "Select all with same material", then use the Raylectron tool to randomly rotate the material, so that way, each tile will look different, and if the material is larger than a single tile, use random position instead, that's the best. Unless your floor is just one big rectangle, then you can't do that. But check out my tutorial for that...
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
@Okwa Chris, here is the new Raylectron with the Ocean feature (bellow the Clouds tab), fully functional. Its settings default to human height level. I hope you like it I would appreciate your honest feedback please?
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
@Support Many thanks Michael.
The screens are just images, the one in the middle I created myself, the four outer ones are AI images that I imported as textures into Sketchup and attached to the back wall. In Raylectron I just gave them some shine to create the impression of a screen surface. So, no emitters.
The floor is just one big rectangle, in a standard Sketchup texture, granite tiles I think it's actually called. No individual tiles. So yes, it doesn't work. Because the whole surface changes as one unit. I've just tried it, it looks interesting. However, the pattern remains clearly repetitive. No, the repetitive nature of the pattern becomes even clearer. BTW, the conformity of the pattern is intended and desired by me.
I noticed something about the floor tiles. To make them so polished, I had to set the bump depth to 0. With Bump Deep 10, not even a normal map was necessary, so the tiles were rendered with a "rough", uneven stone structure.
The screens are just images, the one in the middle I created myself, the four outer ones are AI images that I imported as textures into Sketchup and attached to the back wall. In Raylectron I just gave them some shine to create the impression of a screen surface. So, no emitters.
The floor is just one big rectangle, in a standard Sketchup texture, granite tiles I think it's actually called. No individual tiles. So yes, it doesn't work. Because the whole surface changes as one unit. I've just tried it, it looks interesting. However, the pattern remains clearly repetitive. No, the repetitive nature of the pattern becomes even clearer. BTW, the conformity of the pattern is intended and desired by me.
I noticed something about the floor tiles. To make them so polished, I had to set the bump depth to 0. With Bump Deep 10, not even a normal map was necessary, so the tiles were rendered with a "rough", uneven stone structure.
Last edited by Okwa on Thu Aug 01, 2024 2:34 am, edited 1 time in total.
Re: post-Ori-hangar WIP
@Support I really have to ask: is that how it's supposed to be? It looks much better in your "Ocean" posts. Especially the last one, the Nostromo picture.
I have created two images.
The first image was supposed to show one of my naval fleets. Since I didn't see any water in the actual camera setting, I made a close-up of it, just in case the models and thus the image section are too large. The setting for the ocean is the default setting. However, I tried various other settings. The result was always the same, it looked like what you see here. Nothing has changed. I always rendered the scene with 20 samples.
As this did not look as I had hoped, I downloaded the installation file again just in case and reinstalled everything. With some Raylectron version there was already an error during the installation for me. So just in case. For the sake of simplicity, I only did the next test with this strange figure from Sketchup. The second image is therefore a much smaller image. But the settings are the same again, just standard.
Btw, when I looked at the "textured ground" in the material tab, only white color was specified. Is that how it should be?
I have packed the files for the first image variant with ship models into the .zip file.
I have created two images.
The first image was supposed to show one of my naval fleets. Since I didn't see any water in the actual camera setting, I made a close-up of it, just in case the models and thus the image section are too large. The setting for the ocean is the default setting. However, I tried various other settings. The result was always the same, it looked like what you see here. Nothing has changed. I always rendered the scene with 20 samples.
As this did not look as I had hoped, I downloaded the installation file again just in case and reinstalled everything. With some Raylectron version there was already an error during the installation for me. So just in case. For the sake of simplicity, I only did the next test with this strange figure from Sketchup. The second image is therefore a much smaller image. But the settings are the same again, just standard.
Btw, when I looked at the "textured ground" in the material tab, only white color was specified. Is that how it should be?
I have packed the files for the first image variant with ship models into the .zip file.
- Attachments
-
- Ocean with ships.zip
- (32.35 MiB) Downloaded 80 times
-
- Ocean test 1.jpg (256.21 KiB) Viewed 3366 times
-
- Ocean test 2.jpg (145.96 KiB) Viewed 3366 times
Re: post-Ori-hangar WIP
@Okwa oh, I forgot to mention that the texture in Material editor is irrelevant for the ocean but the most important is, in Sun/Sky, make the ground black and using the default Ocean settings, this is what you should get...
- Attachments
-
- untitled.png (9.18 MiB) Viewed 3333 times
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
Yes, you should have mentioned that.
- Attachments
-
- Ocean test 3.jpg (197.35 KiB) Viewed 3299 times
Re: post-Ori-hangar WIP
@Okwa oh that looks super nice What do you think?
I should have but now that I think of it, I'll make it independently, meaning, you won't need to turn on Textured Ground because it's confusing with the Material ground. So it will be either or. And I will mention the Ground color in the hint info.
Beside that, is it easy to use to make it look the way you want?
I should have but now that I think of it, I'll make it independently, meaning, you won't need to turn on Textured Ground because it's confusing with the Material ground. So it will be either or. And I will mention the Ground color in the hint info.
Beside that, is it easy to use to make it look the way you want?
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
Many Thanks. I think, yes, it would be better to make it independent of the textured ground. It's not too confusing, but a little.Support wrote: ↑Thu Aug 01, 2024 4:43 pm @Okwa oh that looks super nice What do you think?
I should have but now that I think of it, I'll make it independently, meaning, you won't need to turn on Textured Ground because it's confusing with the Material ground. So it will be either or. And I will mention the Ground color in the hint info.
Beside that, is it easy to use to make it look the way you want?
That was just a little test yesterday. I'll let you know how easy it is to adjust once I've found the look I want. I would like to have bigger waves. The carrier ship is no bigger than a real US carrier ship. And images published by the US Navy of its carrier ships show clear waves on the high seas. But in terms of pattern repetition, this is clear progress.
Re: post-Ori-hangar WIP
@Support Yes, very nice. It's quite simple. I'll have to try again with a smaller image section.
- Attachments
-
- MAC Tactical Naval Carrier Group.jpg (183.82 KiB) Viewed 3289 times
Re: post-Ori-hangar WIP
@Okwa You need to use the Length to make the wave bigger when your camera is way up in the sky. You may need to use very small adjustments when you get close to 1, that is 0.991 to 0.992 because the closer to 1, the more sensitive is it, it's not linear. The Amplitude is basically the same as the bump level for normal maps. Granularity is to make the waves smooth or rough.
Also, if you create a small square, like 1mm x 1mm a place it below the ground to set the ocean depth it will not have this shallow look. The same goes for the Textured Ground using the sea wave material.
Also, if you create a small square, like 1mm x 1mm a place it below the ground to set the ocean depth it will not have this shallow look. The same goes for the Textured Ground using the sea wave material.
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
I did a compare with a real picture. I think it's very close to the real thing, but of course, that's my opinion because I wish it does so I need an outside eye real opinion to validate my claim
oh, I added a Horizontal Blend as well so the ocean horizon can either look like a line or merged with the sky.
.
oh, I added a Horizontal Blend as well so the ocean horizon can either look like a line or merged with the sky.
.
- Attachments
-
- 2024-08-02_151417.png (1.72 MiB) Viewed 3276 times
-
- Light Aircraft Carrier.png (7.64 MiB) Viewed 3276 times
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
@Okwa Herre is the new download. I fixed it so that it's independent to Textured Ground and made it work for Mode 2 as well.
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
Your fleet groups are looking really good!
Re: post-Ori-hangar WIP
@Support I've already noticed that it really depends on the last number after the comma. I have already optimized the image. But there is clearly still potential. Really awesome image, Michael! What values did you use?
@BKilburn Many thanks. I have recreated my naval ships again. This time with Michael's tools. The Sketchup extension that I had used before had produced nice results. But the models had so many faces that Sketchup almost crashed regularly when I was composing the scenes. The new models look almost the same as the old ones, but are much easier to handle. I think I will create sone more Naval images .
@BKilburn Many thanks. I have recreated my naval ships again. This time with Michael's tools. The Sketchup extension that I had used before had produced nice results. But the models had so many faces that Sketchup almost crashed regularly when I was composing the scenes. The new models look almost the same as the old ones, but are much easier to handle. I think I will create sone more Naval images .
- Attachments
-
- MAC Tactical Naval Carrier Group 2.jpg (255.95 KiB) Viewed 3220 times
Re: post-Ori-hangar WIP
@Support @BKilburn Gleich mal die neuer Version ausprobiert. Erstes Bild mit anderen Werten für den Ozean, als auf den vorherigern Bildern. Zweites Bild mit Horizont und ganze anderen Einstellungen für Himmel/Sonne.
Großartig, Michael!!!!
Großartig, Michael!!!!
- Attachments
-
- MAC Tactical Naval Carrier Group 3.jpg (241.12 KiB) Viewed 3217 times
-
- MAC Tactical Naval Carrier Group 4.jpg (259.21 KiB) Viewed 3217 times
Re: post-Ori-hangar WIP
Yes, the decimals are very sensitive when close to 1. It's not like this on purpose, it's how the math works for this!!!
I used...
Amplitude = 8
Length = 0.97
Granularity = 0.01
Horizon Blend = 0.01
I also changed the Ground color in Sun/Sky to R=6 G=9 B=13 to try to match that of the photo.
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
Thanks Chris Both with different settings, yet both are super nice
I think I've very happy with it compared to using the Sea Waves texture.
Anything I could add to this? or change?
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
@Support Nope, I can't think of anything.
And before you complain about the strange model, especially the mountains, in this image. That's a very old landscape, I created it 6 years ago. I've wanted to improve the scene for a long time, but I forgot about it until now. But now I finally have at least a good rendering of the models.
BTW, you can tell I hardly slept today. I didn't even realize that I wrote the last comment in German.
Oh, I almost forgot: this is a view of the government district in the capital of one of my factions. You can see the parliament building on the left and the ministries/chancellery on the right.
And before you complain about the strange model, especially the mountains, in this image. That's a very old landscape, I created it 6 years ago. I've wanted to improve the scene for a long time, but I forgot about it until now. But now I finally have at least a good rendering of the models.
BTW, you can tell I hardly slept today. I didn't even realize that I wrote the last comment in German.
Oh, I almost forgot: this is a view of the government district in the capital of one of my factions. You can see the parliament building on the left and the ministries/chancellery on the right.
- Attachments
-
- Parliament.jpg (380.64 KiB) Viewed 3209 times
Re: post-Ori-hangar WIP
It's actually really cool this mountain, maybe not triangulated enough but still nice, I like itOkwa wrote: ↑Sat Aug 03, 2024 1:55 am @Support Nope, I can't think of anything.
And before you complain about the strange model, especially the mountains, in this image. That's a very old landscape, I created it 6 years ago. I've wanted to improve the scene for a long time, but I forgot about it until now. But now I finally have at least a good rendering of the models.
BTW, you can tell I hardly slept today. I didn't even realize that I wrote the last comment in German.
Oh, I almost forgot: this is a view of the government district in the capital of one of my factions. You can see the parliament building on the left and the ministries/chancellery on the right.
I had to translate it to know what you said, and I thought, hmmm he must be tired
The water is nice, and so is the model, very interesting and intriguing, 6 years ago, you were good then too
I'll be posting un update tomorrow, I found some anomalies in the setting bars, when dragging with the Ctrl down, the number changes from 1 to 2 for example, and it didn't trigger the render! It was like this for a long long time
I also fixed the Ocean settings so that the number are whole instead, like, from 0 to 1000 as opposed to 0 to 1 with increments of 0.001, makes more sense I think.
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com
Re: post-Ori-hangar WIP
@Support The models are actually crap. Your program is only so good. 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.
I have never noticed such an anomaly.
0 to 1000 makes setting easier in any case.
- Attachments
-
- Iari'Mhatep 2.jpg (1.51 MiB) Viewed 3202 times
Re: post-Ori-hangar WIP
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.
- Attachments
-
- post-Ori-Hangar 2.jpg (475.53 KiB) Viewed 3097 times
Re: post-Ori-hangar WIP
Well, I do have to admit that the mountains are horrible that way
Your support team.
https://SoftByteLabs.com
https://SoftByteLabs.com