Breldur, my new age

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!
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Chacal
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Re: Breldur, my new age

Post by Chacal »

I don't mind waiting for months if the result is a great Age!
Chacal


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Jonnee
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Re: Breldur, my new age

Post by Jonnee »

Shorah, friends!

You know: I don't speak english alot. So I keep my own posts very short.
I completely agree with Carl Palmner's past post. So please read it! I think exactly in the same way.

Jonae and it's Hood have just been my first tries of age writing. Breldur will become much bigger, much better and more realistic than my earlier ages. Secondary I'm still ill and have to care about my health and about my final examination too. That's why it takes me so long to complete Breldur.

So please be patient! Thank you. 8-)
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Jonnee
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Re: Breldur, my new age

Post by Jonnee »

Shorah, friends!

I need your help again, because I'm kind of confused today:

Right now I'm creating a central place to Breldur with a fountain.
The problem is: I can't see the waveset of the water surface behind the half transparent animated falling water. (Even if the waveset has a lower passindex than the water curtain.) But I can see it at the edge of the basin, where it is not covered by the animated water.
I was trying different settings yesterday, but I could not find a solution for this problem. It seems to me that we already had a discussion about this somewehere here on the forum. But where? :roll:

Secondary: There is a bright reflection on the waveset that seems to come somewhere from outside of the room. :shock:
That's weird! The room is closed. Why do I see things from outside?
Anyone has an idea how I could solve these two problems? Maybe I could force the waveset in a way to reflect objects only from the same layer or same page?

Thank you! :)
BreldurFountain.jpg
BreldurFountain.jpg (60.71 KiB) Viewed 4030 times
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dendwaler
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Re: Breldur, my new age

Post by dendwaler »

as far as i remember the reflection is from the object placed nearby the centerpoint of the waveset.
you can shift the centerpoint of the wave set to get the right reflection while letting the z height on the desired level.
If there is an object you want to have reflected, force the object center of that particular object to a spot nearby the centerpoint of the waveset even if the centerpoint is now far away from the object itself.

I have no good solution for the two transparencies, I never found or read a good solution for it.
Late rendering with alcscript does not help for this case.
(Object:
visual:
renderlevel:
major:
- late
minor:
- blend)

Really a problem which you can only try to avoid.\
Those wonderfull Worlds are called " Ages" , because that is what it takes to build one.



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Lontahv
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Re: Breldur, my new age

Post by Lontahv »

If you're having strangeness with what the waveset is reflecting, I recommend that you set up a pre-baked env map for it instead of relying on the default dynamic one. There are, of course, situations where a static reflection-map is not practical: ages with day-night cycles, etc., however, a static map will usually work very well.
Currently getting some ink on my hands over at the Guild Of Ink-Makers (PyPRP2).
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Jonnee
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Re: Breldur, my new age

Post by Jonnee »

Hmmm... You're right, Lontahv.
If I can't fix it, I could fake the water surface with an envmap. It's not what I want, but I can give it a try. ;)
Carl Palmner
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Re: Breldur, my new age

Post by Carl Palmner »

Great screenshot as always Jonnee! I have no idea how to solve those problems but, based on the screenshot alone, I can't even tell there are problems. Breldur looks better with every tease we get. Beautiful textures, btw--do you do those yourself or get them from somewhere?
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ZURI
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Re: Breldur, my new age

Post by ZURI »

Lontahv wrote:If you're having strangeness with what the waveset is reflecting, I recommend that you set up a pre-baked env map for it instead of relying on the default dynamic one. There are, of course, situations where a static reflection-map is not practical: ages with day-night cycles, etc., however, a static map will usually work very well.


Sorry to chime in on your thread Jonnee, but I'm having the same problem with the waveset in Eder Taygahn. It seems to reflect everything in all the wrong places. I considered making it a static mesh with an env map, but am concerned that the ocean won't look right.

As far as your fountain goes, I have a similar setup in Taygahn. I don't think I had to anything special except to make sure the passindexes are in the correct order. When I get home this evening after work, I'll look at how I have it set up and post it here for you.
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Nadnerb
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Re: Breldur, my new age

Post by Nadnerb »

It turns out that it's nearly impossible to get pyprp's default behavior to set up wavesets so that they sort correctly with transparent objects like this. So far I was able to help someone else with this problem by using alcscript to place their transparent objects in a span that would be rendered after the waveset, though I don't remember exactly how at the moment. Try poking Whil to see what alcscript he ended up with in that .. age .. with the waveset. >_>
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Jonnee
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Re: Breldur, my new age

Post by Jonnee »

Thanks, my friends! :)

As far as I'm waiting I try to set up the envmap. But they have changed the tutorial a bit. I don't get it reflecting right now. Let's see what google tells about envmaps... :D

@Carl Palmner: I have a huge collection of raw textures. The google image search is my best friend. ;)
Sometimes I use them unchanged and sometimes I'm creating new textures with them.
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