Blender + indigo Bioshock Style ((Update on page 4))
If you use the true atmospheric scattering but add a sea-level with the water material (It's not salt-water but it should be close enough) and some "normal" fog-values inside the building, you should get it as close as possible in Indigo. (Except you find a way to create a tabulated spectral sea-water...)
- Borgleader
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What do you mean add sea level? Like a displaced plane or something?Kram1032 wrote:If you use the true atmospheric scattering but add a sea-level with the water material (It's not salt-water but it should be close enough)
Like this? (sort of)Kram1032 wrote:some "normal" fog-values inside the building, you should get it as close as possible in Indigo.
In english please?Kram1032 wrote:Except you find a way to create a tabulated spectral sea-water...
Actually, that's a good idea Kram - model it just like it is.
Dunno how "deep" to put the building though, or how powerful to make the "moon" meshlight.
@Borgleader: He's saying model the water around the outside of the building, turn on atmospheric scattering, and use a tabulated spectrum'd sea water (I think CoolColJ had one at one point).
Dunno how "deep" to put the building though, or how powerful to make the "moon" meshlight.
@Borgleader: He's saying model the water around the outside of the building, turn on atmospheric scattering, and use a tabulated spectrum'd sea water (I think CoolColJ had one at one point).
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Uh ok...Well for now I'm working on a new setup (room). This one has way better windows than the last one, and the metal "structure" around them is based off of a screenshot from the game. They're not exact replicas, but nothing is stopping me from making them better later.
EDIT: Here are some lighting tests. Done with SmartDen's setup. Rendered the 3 of them simultaneously.
EDIT: Here are some lighting tests. Done with SmartDen's setup. Rendered the 3 of them simultaneously.
- Attachments
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- 2 mesh emitters, 1 green and one blue. Too much blue
- im1214313426.png (898.26 KiB) Viewed 3193 times
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- 1 mesh emitter. Too much green
- im1214313658.png (895.81 KiB) Viewed 3193 times
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- 1 mesh emitter. UV texture (3x3 square tile, 4green, 5blue). Not enough color. Blackbody temperature 6500.
- im1214314831.png (897.09 KiB) Viewed 3193 times
- Borgleader
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- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
New window setup. More details
Still missing columns but I'm gonna work on that.
The floor tiles are too big, so gotta find a way to make 'em smaller. and...the glass is too reflective, but that's probably due to the light i added inside the room so that i actually could see something. anyway there are quite a few things to fix/improve/add but I'm more content with this setup than the last one.
(Click for larger)

The floor tiles are too big, so gotta find a way to make 'em smaller. and...the glass is too reflective, but that's probably due to the light i added inside the room so that i actually could see something. anyway there are quite a few things to fix/improve/add but I'm more content with this setup than the last one.
(Click for larger)

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