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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.
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.
Just slightly inspired by Luis Royo <--- <span> okay, just slightly is an understatement : P
oooooooooooooooooo FANTASTIC!!!
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.
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!
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
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)
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
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.