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ronviers
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Posted: November 4, 2007 12:23 am | ||
ronviers
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Posted: November 4, 2007 12:40 am | ||
ronviers
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Posted: November 4, 2007 1:29 am | ||
ronviers
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Preset number 5 uses a combination of component tiling and Size Pixels, which think has the best effect.
BSSWIPrev.ffxml @ronviers |
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Posted: November 4, 2007 1:44 am | ||
Kraellin
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of the last three, the first one is the best one, to my eye.
the second one has some oddities, again, depth of each tile and some edges look like they rise and fall relative to the others... at least along the edges. and on the third, wouldnt any reflection be applied across all the tiles simultaneously and evenly? that is, each tile there seems to have its own light source and reflection as opposed to a light source being applied across all at once. i think you have to make your texture and then light it. that sounds almost silly to say, but it looks like you've made four tiles, each with their own light source and then brought the tiles together. in your single panels/tiles, it's fine and looks good. but, the quads dont look right to me. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 4, 2007 10:32 am | ||
ronviers
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The way it works now is that each little tile reflects the same piece of sky. If I use Size Pixels it reflects the same piece of sky the same way and if I use component tiling it reflects the same piece of sky in various ways.
Apparently the maximum a flat surface can reflect in FF-land is 25% of the hemisphere above it. I understand how to control which 25% it uses but now I need to figure out how to distribute that chosen 25% across the surface as a whole, not the same bit on each tile, and possibly use non-contiguous areas of the sky for the individual tile reflections – as it would occur in reality. @ronviers |
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Posted: November 4, 2007 11:23 am | ||
ronviers
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Posted: November 4, 2007 12:41 pm | ||
ronviers
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I worked out the macro reflection changes but the more I think about it the more it seems that the Size Pixels slider should do what I am trying to do automatically – since it is supposed to be a global control. That is, as surfaces change in scale their reflections should change too. What it appears to do is repeat the same identical reflections. The problem with doing it internally is that I only have local control, in other words, it will disable 'Tiling'. In other other words, it seems that anisotropy is fundamentally incompatible with seamless tile generators. That statement is probably too broad but until I learn otherwise, I'm giving up. I will submit it as a brushed stainless steel *panel* generator but non-tiling. Besides, next week is dedicated to modeling so I need to wrap this sucker up today.
Global Reflections.ffxml @ronviers |
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Posted: November 4, 2007 2:03 pm | ||
Kraellin
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well, i think you took the right track, posting it as a single panel.
and i agree about the size, pixels slider. seems there shld be some way to light that globally, rather than just per tile. seems quite odd that there isnt, now that i think about it. and the same with the seamless. if i were using a panel with seamless turned on, i'd want to have the option of lighting the whole array as one object or simply replicating the same lighting on each tile individually. otherwise, the thing to do would be to not light it all and use the 3d program to do all the lighting. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 5, 2007 1:24 pm |
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