WIP Railing
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 From:  Michael Gibson
3579.21 In reply to 3579.17 
Hi vinced, with something like that where you are continuously adding more and more things which are all pretty detailed you will need to split your project up into multiple separate files rather than having it all in just one single ginormous file.

It looks like you might have a pretty natural division there with 1 separate file for each floor.

Another thing that would help enormously for reducing memory consumption would be to avoid replicating the railing inside of MoI and instead make the duplicates in your rendering program where they could be defined as instances instead of as duplicated raw geometry.

I do want to work on making an instance mechanism in MoI in the future, but many file formats do not have any mechanism in them to transfer instances (for example OBJ and LWO do not support it) so even at that point it may be best to still do it in your rendering program instead.


> something i`ve never thought about before, but is MOI a 64bit
> application and able to use more than 4GB Ram ? I`m on
> Win 7 64 bit.

MoI is a 32-bit application, so it will top out in practice at something like 3.6GB of RAM usage (if you're on a 64-bit OS, more like 1.6GB on a 32-bit OS). Unfortunately it takes quite a lot of work to produce and maintain multiple versions of a program so at least for some time I am not going to try to make separate 32 and 64 bit versions.

- Michael
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 From:  vinced
3579.22 
Hi Michael,

"split your project up into multiple separate files rather than having it all in just one single ginormous file"
this is one of my bad habits to model everything in one scene

"avoid replicating the railing inside of MoI and instead make the duplicates in your rendering program"
if it is just duplicating then o.k. ,but if its more than that i don`t want to lose MOI`s snapping.

"instance mechanism in MoI"
Would appreciate that. Even if i lose the instances during export.
What about Collada? I know MOI doesn`t support it yet, but from listening to all the forums it seems that it will get the standard for exchanging files between 3D apps and kind of replace wavefront. Does it support instances?

Last update for some time (only quick &dirty)......
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 From:  Michael Gibson
3579.23 In reply to 3579.22 
Hi vinced,

> if it is just duplicating then o.k. ,but if its more than that
> i don`t want to lose MOI`s snapping.

Well, your ironwork pieces have a lot of repetition with the repeated panels, right? That looks like it would be a good candidate.

You also can do the instancing in some larger sections if it is more convenient, for example instead of doing it at an individual panel-by-panel level you could make the whole one side of the railing on the stairs to be an instance, then place instances on each side of each stairs.

Or this is another good candidate to have this whole piece as an instance and then have it replicated to the floors above:





re: Collada, I haven't really dug into it too deeply yet but it does appear to support instances.

- Michael
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 From:  Michael Gibson
3579.24 In reply to 3579.22 
> Last update for some time (only quick &dirty)......

Kind of spooky ghostly feel to it at the moment!

- Michael
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 From:  Brian (BWTR)
3579.25 In reply to 3579.24 
vinced
Quick and dirty--------BRILLIANT!

Brian
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 From:  vinced
3579.26 
Thanks Michael and Brian,

here comes another update.
It`s not finished yet though i don`t know how much i can improve it further.

cheers vinced
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 From:  Michael Gibson
3579.27 In reply to 3579.26 
Great atmosphere and mood to it vinced!

- Michael
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 From:  Jamie (FUTUREPROOF)
3579.28 In reply to 3579.26 
Hi

love the feel of the render. Crying out for something in the doorway. I just put in something I found on google. the doorway is the focal point I think you could do something with it. A person ,a cat, something

regards

Jamie
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 From:  Frenchy Pilou (PILOU)
3579.29 
there was a scene like this in the movie Blade Runner ;)

EDITED: 25 Jun 2010 by PILOU

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 From:  Brian (BWTR)
3579.30 In reply to 3579.29 
Very impressed Vinced.

I opened up the image a fraction with the PShop Shadow/Highlight filter (as an experiment) and, maybe, you might like to play around with variations to the steel work and floor shaders a bit?
Just experiment. You may still end up as they are!
Brian
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 From:  Brian (BWTR)
3579.31 In reply to 3579.30 
I played around with some ideas and, really, I think what you have is better anyway!
Still, this may give you some ideas!
Makes the mind work.
Brian
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 From:  Brian (BWTR)
3579.32 In reply to 3579.31 
Just having a bit of fun
Brian
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 From:  vinced
3579.33 
Thank you Michael.

Hi Jamie,
good idea. I will try it with a 2D-Person just black in the entrance.

Hi Brian,
no, these are some great suggestions. Before i started i had the aim for the first time to use Bodypaint(Cinema4d) to paint the textures, but i totally underestimated the scene size ( i have now 5.x million polys ). The material on the railing is only one tiled material and if i start to paint on it, cinema will create a huge untiled image. To have still a good resolution i might need perhaps 10.000x10.000 or more , i don`t know.

Another way could be to group the railing differently so that i can give every post or pillar a unique material. At the moment one whole level is only one object.
But at first i will only change the easy things, as i am a bit afraid about the work involved if i change the texture of the railing.;-)

Hi Pilou,

you are truly a master. See my reference image below.
En francais je veux dire "chapeau"

cheers
vinced
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 From:  Brian (BWTR)
3579.34 In reply to 3579.32 
vinced

It seems so little load on the system to use the shading tree system of Carrara --proceedural shaders?
These are some of the concrete ones in my little experiment.
Brian
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 From:  vinced
3579.35 
Hi Brian,

that looks cool. These are procedurals? It looked like you have painted them.
Do you know if there is ambient occlusion involved? It seems so, because the dirt is concentrated on the edges.

Unfortunately Maxwell doesn`t have an AO-shader. I will add a dirt and a rust-layer to the railling material and hope it will look good.
It won`t look as good as your materials as the rust &dirt will be placed more or less randomly and not controled by the AO-shader.

The only other way would be to paint the materials. I`ve just tried to make one untiled material for the lower staircase only, but cinema didn`t stop with calcualting the UV`s so i had to abort it after 10 minutes or so.

But thanks for the examples. Your work is really inspiring and rips me out of my lazyness not to do much more with my scene.

cheers
vinced
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 From:  Frenchy Pilou (PILOU)
3579.36 

EDITED: 26 Jun 2010 by PILOU

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 From:  Brian (BWTR)
3579.37 In reply to 3579.35 
Hi Vinced

The "dirt" at the edges is caused by an "anything goos" plugin within the shader tree.
I don't understand the term AO-Shader?

I normally do not use any GI rendering and NEVER get involved with UVs.
Attached is an example of the "rusty edges" shader tree set up.
Carrara8 Pro.

Brian
ps I just remembered about the built in AO option in Carrara--which I have only occasionally used.
I tend to render at the default render settings--because they are fast!---then take into Photoshop and, usually, just adjust levels. Much faster.

EDITED: 26 Jun 2010 by BWTR

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 From:  vinced
3579.38 
And another update,

maybe the final one . It`s a bit darker than before.
Don`t get it any better than this.
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 From:  medi (MALD)
3579.39 In reply to 3579.38 
Hi Vinced.

Beautiful work. Love the sense of desolation.
After looking at the picture for a while I thought that, considering the deterioration of the floors and walls, it seemed slightly out of place to have all the railings in perfect condition. I know they are showing rust etc. but I think they might be more realistic if some were bent out of shape, or broken, or missing.
Just my 2 cents worth.
I liked very much your industrial hall image but this is even better, in my opinion.

Cheers and keep posting.
Mal
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 From:  vinced
3579.40 
Thanks Mal,

"bent out of shape ect."
I hope that Michael will integrate the deformable nurbs toolset, that is part of the Solids++ Kernel, then i can easily bend them out of shape and integrate some irregularities.
I could do it with cinema also, but for this one i think i won`t do it, because i can`t see that image anymore ;-).

cheers
Dirk
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