Thursday, October 21, 2010
A port review (9)
Monday, October 18, 2010
Saturday, October 16, 2010
Sunday, October 3, 2010
Sunday, August 29, 2010
Sunday, August 22, 2010
A port review (4)
Sunday, August 1, 2010
Sunday, July 25, 2010
Saturday, July 17, 2010
A port review (1)
Sunday, July 4, 2010
Monday, June 21, 2010
Thursday, April 29, 2010
Saturday, March 27, 2010
Monday, March 22, 2010
Tuesday, March 16, 2010
Monday, March 1, 2010
Fake light bounces (3)
In an image below only few lights illuminate a character object. There is no light bounces from walls, a ceiling or a floor.
First you make an object which is almost the same size and position as the character object. I used a smoothed cube for this. Then you bake its vertex colors with global illuminations by using Batch Bake command.
Then you make directional lights on the object with using a MEL script which I posted in the previous article. Each light's emitSpecular attribute is unchecked automatically by the script so the character object's specular is still sharp. At the last you unlink the lights and the background.
This is a result.
Fake light bounces (2)
http://nkj.lib.net/artworks/scripts/makeColorLightsOnMesh.txt
I'll explain this script's purpose next posting.
Sunday, February 28, 2010
Fake light bounces (1)
Of course you can render a scene with using Final Gathering for making light bounces, but this time I made light maps with Final Gathering before rendering and rendered objects with those maps without Final Gathering. The method is like this.
1)Make each object's light map. "Color mode" in their bake set attributes is "Only global illumination". Make sure "Final Gathering" has been checked in Render Settings.
note: Using Command line renderer for making a lot of light maps is much faster than using Batch Bake command.
2)Tone up the light maps' saturation with Photoshop.
3)Connect the light maps to materials' Incandescence. Actually I've set up some nodes between a light map's file node and Incandescence like this:
file>>rgbToHsv>>multiplyDivide>>hsvToRgb>>contrast>>incandescence
Values of multiplyDivede nodes and contrast nodes of all shaders are connected to a controller object in order to change them at the same time.
Friday, February 12, 2010
MEL script
http://nkj.lib.net/artworks/scripts/lightLinker.txt
Sunday, February 7, 2010
Monday, February 1, 2010
A garage (15)
The body's shader tree is like this. I used a cube map for the reflection. Images for that were rendered by a camera which was located in the garage. The camera's "Angle of View" attribute made 90 degree in order to make seamless images.
OK, I've finished making all objects in the garage!