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PostPosted: Thu Oct 11, 2007 7:59 pm 
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bgpisme: I saw some very interesting tiles. Are they just one size though?

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PostPosted: Thu Oct 11, 2007 8:23 pm 
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Riven does actually use tiling (<-- proper spelling) in many places, which you can see if you're looking for it. There are patterns which emerge everywhere. The effect is subtle, though.

Tiling can look just fine if you use a pattern without an obvious repeating focal or border point, and can look especially good if the tiles are large to begin with.

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PostPosted: Thu Oct 11, 2007 8:49 pm 
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Mysthral, if you click the tiles in the gallery it takes you to a larger version. They're all various sizes. Most are fairly small, but I made these years ago when I was using Moray and Povray a lot.

You can see some of them in use in this rendering I did for the cover of issue three of my comic book "Attention Shoppers" years ago... You can see it here "The Oracle of Gum. (Sad. I never seem to actually finish anything.) :P


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PostPosted: Thu Oct 11, 2007 9:13 pm 
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Almost everyone that does 3D renderings will, at some point, used tiling because it cuts down on render time and, if you can get away with it, the better. Cyan surely used a 35mm camera to shoot their pictures, because I don't believe we had digital cameras back then (feels like they've always been there, but no!).

Zirrus I have c4d version 9 in demo (can't save my documents, a drag) and I made a copper texture, but not using a shader. You have to play with bumps, secular, reflections, etc. to achieve this. Wish I could have saved the resulting texture for you. Used one of bpgism's texture also. :wink:

[spoiler]Image[/spoiler]

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PostPosted: Fri Oct 12, 2007 11:44 am 
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@mystrahl: hey, that looks great!
but if i want to make them look old i think
the edges should be, i dunno, dark or sth.
and to make them look like that with a shader
is quite difficult.(if not impossible)

@bpgisme:your textures are great! last time i
had no time to look at them properly but now
i had. well done!
but i try not to use textures when i can avoid that. :)


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PostPosted: Sat Oct 13, 2007 11:31 pm 
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Here's something I did today just messing around in Moray 3.5.
It's not really Myst related, but it was fun anyway....

I actually tried it with a focal blur and then with no focal blur, but I'm not sure which is better. My husband and I both like the non-blur but my kids like the blur...
http://bpgisme.com/extra/fun/worksongsgreaser2withfocalblur.jpg
http://bpgisme.com/extra/fun/worksongsgreaser2noblur.jpg

Anyway, it's based on a photo of a machine I saw on one of my favorite abandoned building photography sites...


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PostPosted: Sat Oct 13, 2007 11:40 pm 
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blur...non blur looks, kinda....... edegy.

_calu

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PostPosted: Sat Oct 13, 2007 11:45 pm 
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With blur, for sure! Better depth of field and focuses on the important part of the picture--just like a camera.

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PostPosted: Sun Oct 14, 2007 6:26 am 
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I think the blur makes it look like you photographed a miniature. More depth of field might make it look bigger.


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PostPosted: Sun Oct 14, 2007 1:51 pm 
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Tesseract wrote:
I think the blur makes it look like you photographed a miniature. More depth of field might make it look bigger.


That is exactly what I thought! I like the idea of the blur but I'm not sure I'm doing it right. I think I'll play around with it some more when I get the chance.


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PostPosted: Sun Oct 14, 2007 3:07 pm 
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Oh well... I fiddled with the camera settings a while but this is the best I got....

http://bpgisme.com/extra/fun/worksongsgreaser2-35mmblur.jpg

Not great. Still looks like a miniature to me. Oh well. I think I'm done anyway. The most fun I had on this one was getting the heightfield for the green moss on the floor right. I forgot to turn off reflections though so there's tiny little shiny spots on the floor. I'll just call those "flowers". Yeah. That's it. "Flowers" :D


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PostPosted: Tue Oct 16, 2007 11:29 am 
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Depth of field is useful for size, but relative size in-between objects is crucial. Take your moss, it should be much smaller in scale than the object. Make a black and white test rendering of the image, then check the relative sizes of your different objects. If everything seems fine, and believable, then check it against your full render. I'm sure the culprit will be the textures.

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PostPosted: Tue Oct 16, 2007 2:02 pm 
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I used a standard green grass texture for the moss and built it using a height field so you think that might be the issue? I did use a photo for texture for the cement floor though... Could be part of the trouble too. I'll try your suggestion. Actually, that's probably a good idea to do on any of these things just to make sure it looks right.

Anyway, as for Myst fan art in general, I did some pencil illustrations for The Archiver this month.... http://www.thecaverntoday.org/Archiver/
(shameless plug) :D Not perfect, but fun to do. What do you guys think?


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PostPosted: Tue Oct 16, 2007 5:44 pm 
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Those are lovely sketches, bpg! More like pencil illustrations. I hadn't really looked at The Archiver before but you all do a nice job on it. The section with fall fashion ("No, I don't remember how to get there, either") made me laugh and laugh.

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PostPosted: Tue Oct 16, 2007 6:08 pm 
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Moiety Jean wrote:
The section with fall fashion ("No, I don't remember how to get there, either") made me laugh and laugh.


Yeah! Shimmerillion did great on that didn't she? :lol:


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