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| | Re: UPDATE Re: vose inspection car render
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| (...) Well, first you'll need to stop working with the lighting to bring out as much detail as possible from the black brick. Real photos are usually slightly muddy. Also, you'll need to add some digital dust to your model, and make the surfaces (...) (21 years ago, 11-Jun-03, to lugnet.cad.ray)
| | | | Re: UPDATE Re: vose inspection car render
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| (...) Hi, Travis, First of all, nice model! I don't have too many tips on making a render photorealistic, but one thing that may help is if you decrease the camera angle and then move the camera farther away so you see the whole model. That will (...) (21 years ago, 10-Jun-03, to lugnet.cad.ray, lugnet.cad.mlcad, lugnet.trains)
| | | | Re: UPDATE Re: vose inspection car render
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| (...) Example: light_source { <-5107.64,-5423.1,-2948.9> // Latitude,Longitude,Radius: 30,120,6810.19 color rgb 0.8*<1,1,1> shadowless } I've also started to always put a (darker, shadowless) light at the same position as the camera. This way, (...) (21 years ago, 11-Jun-03, to lugnet.cad.ray)
| | | | Re: UPDATE Re: vose inspection car render
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| (...) Yes, it's me again, There are some good tips in the "Digital lighting & rendering" book by Jeremy Birn: You should use at least 2 lights: a key light [KL] (your main light) and a fill light [FL] (to fill the shadows created by the KL) You want (...) (21 years ago, 10-Jun-03, to lugnet.cad.ray)
| | | | Re: UPDATE Re: vose inspection car render
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| well i'm still at it. and i'm please to say that I think that things are getting better and better. Still not photo realistic, but I think that certian parts (ei... the inverse wedges on the roof) will never render correctly until the part is more (...) (21 years ago, 10-Jun-03, to lugnet.cad.ray, lugnet.cad.mlcad, lugnet.trains)
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