Blender + indigo Bioshock Style ((Update on page 4))

Announcements, requests and support regarding the Blender Indigo export script
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Kram1032
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Post by Kram1032 » Wed Jun 25, 2008 5:13 am

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...)

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Borgleader
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Post by Borgleader » Wed Jun 25, 2008 5:22 am

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)
What do you mean add sea level? Like a displaced plane or something?
Kram1032 wrote:some "normal" fog-values inside the building, you should get it as close as possible in Indigo.
Like this? (sort of)
Kram1032 wrote:Except you find a way to create a tabulated spectral sea-water...
In english please? :oops:

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zsouthboy
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Post by zsouthboy » Wed Jun 25, 2008 5:47 am

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).

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Borgleader
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Post by Borgleader » Wed Jun 25, 2008 6:10 am

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.
Attachments
im1214313426.png
2 mesh emitters, 1 green and one blue. Too much blue
im1214313426.png (898.26 KiB) Viewed 3193 times
im1214313658.png
1 mesh emitter. Too much green
im1214313658.png (895.81 KiB) Viewed 3193 times
im1214314831.png
1 mesh emitter. UV texture (3x3 square tile, 4green, 5blue). Not enough color. Blackbody temperature 6500.
im1214314831.png (897.09 KiB) Viewed 3193 times

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OnoSendai
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Post by OnoSendai » Wed Jun 25, 2008 8:26 am

nice atmosphere.. now just throw some big Daddies in there :)

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Borgleader
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Post by Borgleader » Wed Jun 25, 2008 8:28 am

Hehe thanks. Well I got a lot of help from SmartDen & zsouthboy. But ran into some problems with my new scene (which looks much better that this in my opinion. unfortunately i cant see what it looks like.)

posted the error in the Blendigo v1.1.5 thread.

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Kram1032
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Post by Kram1032 » Wed Jun 25, 2008 8:36 am

It's Moon-lit?
With the atmospheric scattering, you *could* model the moon in correct size and place it on the correct place. It'll reflect sunlight just as in reality.

Though, I guess, that's SO slow, that it wont even look good after three hours on the Renderranch^^

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OnoSendai
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Post by OnoSendai » Wed Jun 25, 2008 8:37 am

I don't think moonlight will penetrate several hundred feet down through the ocean :)

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Borgleader
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Post by Borgleader » Wed Jun 25, 2008 8:38 am

Moon light can be faked though can't it? I meant that's roughly what Smart's setup does.

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Kram1032
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Post by Kram1032 » Wed Jun 25, 2008 8:41 am

It depends on how deep you actually model the ocean... It could be just several fifty feet deep :P xD

Also interesting... (ok, getting too crazy now), would be to model the surrounding ocean-landscape, which might change the light situation a bit. (And probably will take even longer xD)

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Borgleader
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Post by Borgleader » Wed Jun 25, 2008 8:43 am

Well in Bioshock it's an underwater city. So if I'm really into it I might try modeling 1-2 maybe more. If I were to do the bottom of the ocean it would be VERY basic and untextured.

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Kram1032
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Post by Kram1032 » Wed Jun 25, 2008 8:45 am

That would be enough, actually ;) It's just to get some light reflected differently.
Though, what I'm suggesting is ridiculously crazy so I don't think, you really will do it^^

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Borgleader
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Post by Borgleader » Wed Jun 25, 2008 8:48 am

If I was called BbB I probably would but with my limited skills in Blender, it'll either take a REALLY long time or won't happen.

Anyway, if I could just get around the darn runtime error it would actually keep working on this :(

BbB
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Post by BbB » Wed Jun 25, 2008 10:27 am

Borgleader
Hey man. Good stuff. But you picked a real hard one to render. This kind of atmospheric scattering really sends render times rocketing. But if you have a few spare dollars, you might want to run it through the ranch. Should do the trick.

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Borgleader
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Post by Borgleader » Thu Jun 26, 2008 10:42 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.

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