Phantoms - Now Unleashed [commercial]

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Comments

  • IgnisSerpentusIgnisSerpentus Posts: 2,500
    edited December 1969

    Very cool! I like the way the shadows cast color too. And theres a lot of good info in this thread on making them glow in DS.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    And here's another one, only one skull this time, and I tried using the basic 25/150/1 falloff settings. BTW, don't try adding the diffuse texture to the light colour unless you're prepared for a long wait, it sent render times sky-high. Took it out, just applied a reddish colour to the light, and this rendered in a bit over half an hour.

    Despina+friends2.jpg
    1700 x 1190 - 194K
  • DireBunnyDireBunny Posts: 556
    edited December 1969

    Just slightly inspired by Luis Royo <--- <span> okay, just slightly is an understatement : P

    Liliths_flame_jpg.jpg
    1646 x 1428 - 574K
  • jakibluejakiblue Posts: 7,281
    edited December 1969

    oooooooooooooooooo FANTASTIC!!!

  • Joe CotterJoe Cotter Posts: 3,259
    edited June 2013

    .. BTW, don't try adding the diffuse texture to the light colour unless you're prepared for a long wait, it sent render times sky-high. Took it out, just applied a reddish colour to the light, and this rendered in a bit over half an hour.

    Yes, I would say if it is causing render times to go up significantly to just stick to an averaged color in the color channel also. The map is going to get averaged somewhat and with something relatively monotone such as the skulls it would probably loose whatever the map might add. In my renders it didn't add significantly to render times from what I observed but I have so many things that cause render times to go up in many of my images it could have been wrapped in to the render time of other effects... (would have to test.)

    A UA tube light put in as a child to the skulls might work nicely in place of the UA base applied to the mesh of the skull. Another thing to consider, are the skulls flat polys? Adding UA to flat polys don't give the same results as a full mesh. It works sometimes and not others I find depending on specifics of the scene.

    Post edited by Joe Cotter on
  • jakibluejakiblue Posts: 7,281
    edited December 1969

    Kinich & Gedd, thanks for your tips on using that uberarea light thingy!! I've copied them into a file to remember them. :D

    I don't want to derail Iggy's thread too much, but I'm hoping she won't mind as the uberarea info will really help the Phantoms Skulls POP in DS!!

  • IgnisSerpentusIgnisSerpentus Posts: 2,500
    edited June 2013

    jakiblue said:
    Kinich & Gedd, thanks for your tips on using that uberarea light thingy!! I've copied them into a file to remember them. :D

    I don't want to derail Iggy's thread too much, but I'm hoping she won't mind as the uberarea info will really help the Phantoms Skulls POP in DS!!

    Aw, Of course I dont mind. Like I said, there is really good info here and if it helps people use them better, Im all for it. Sadly, Im of no help there lol Im not wise in the ways of DS

    DB - wow, thats totally awesome!

    Post edited by IgnisSerpentus on
  • jakibluejakiblue Posts: 7,281
    edited December 1969

    jakiblue said:
    Kinich & Gedd, thanks for your tips on using that uberarea light thingy!! I've copied them into a file to remember them. :D

    I don't want to derail Iggy's thread too much, but I'm hoping she won't mind as the uberarea info will really help the Phantoms Skulls POP in DS!!

    Aw, Of course I dont mind. Like I said, there is really good info here and if it helps people use them better, Im all for it. Sadly, Im of no help there lol Im not wise in the ways of DS

    DB - wow, thats totally awesome!

    But you are wise in so many other ways.... :D :D

  • IgnisSerpentusIgnisSerpentus Posts: 2,500
    edited December 1969

    Just dropping by to let you guys know theres an update for Phantoms available. So if you bought it, u can get the update in your acct.

    The update was to the DS flame MATS (the transparency is now fixed)

  • IgnisSerpentusIgnisSerpentus Posts: 2,500
    edited June 2013

    K wanted drop a quick video at you guys, that shows u how u can change the colors of the flames in the set

    http://www.youtube.com/watch?v=BnPAZyJ64Ko&feature=youtu.be

    Post edited by IgnisSerpentus on
  • Richard HaseltineRichard Haseltine Posts: 100,779
    edited December 1969

    The colour is more saturated in the render than in the preview in DS partly because the ambient and the diffuse colours are multiplied together - which is logical, taking ambient at face value, since ambient light on a dark surface won't have much effect. Setting the Opacity colour to non-white will give the shadows the inverse colour, if the lights are casting shadows.

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