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Whata dfference a few button clicks make...200 ton escort gunship

wbyrd

SOC-13
Internally the blender Software has several options. with two distinct ways to render an image. The basic Blender render is simple to use and des well for a lot of tasks. But it's a bit limited.

The second render engine is Cycles render. It has a lot of flexibility, handles lighting and shadows differently than Blender render. Unfortunately, it's a bit complicated to use compared to Blender render...The Cycles Render results are much better.

I used an old design I have...and ran a comparison. The upper model has a texture I could not achieve on the standard Blender render setting...I thin the results are far superior with cycles...which means I have to start polishing my skills with that setting sheesh I keep making work for myself

click on image to see full scale and get the full impact
 
From the images it's fairly obvious Cycles uses a some kind of ray trace lighting engine while the Blender basic uses a flat plane (Just guessing as I have never used blender). I would suspect that Cycles is a lot slower in rendering and may get a bit messy with complex lighting effects.

What you may want to try to see in the Cycles engine is to stick a few navigation lights on the model (point light sources) and on the 'window' (planar source) and see how it turns out in comparison to the basic.

Another option may be to put a diffuse sphere (a planet with a glow simulating reflection) below the model and see how it shines/shadows through the gap in the middle of the ship as opposed to a flat grey background.

On edit: Also try setting up a light source 'off screen' (outside the cameras POV). Have a light source (representing a red star, Gas giant, whatever) and see if Cycles calculates light/shadows bouncing off the ship for light sources off camera.
 
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From the images it's fairly obvious Cycles uses a some kind of ray trace lighting engine while the Blender basic uses a flat plane (Just guessing as I have never used blender). I would suspect that Cycles is a lot slower in rendering and may get a bit messy with complex lighting effects.

What you may want to try to see in the Cycles engine is to stick a few navigation lights on the model (point light sources) and on the 'window' (planar source) and see how it turns out in comparison to the basic.

Another option may be to put a diffuse sphere (a planet with a glow simulating reflection) below the model and see how it shines/shadows through the gap in the middle of the ship as opposed to a flat grey background.

On edit: Also try setting up a light source 'off screen' (outside the cameras POV). Have a light source (representing a red star, Gas giant, whatever) and see if Cycles calculates light/shadows bouncing off the ship for light sources off camera.


Making notes on this ..thanks for the feedback. I will run the tests you suggested....Being self-taught means I have t0 learn a lot from trial and error and ideas from others so feedback is always a good thing.

well the first trial with the suggestions you gave resulted in
click image for full size
 
I fired up my old modelling/rendering programs yesterday (I haven't used them for years) and I couldn't even remember what half the controls did, so kudos for self-learning. :)

Lightning can make or break a scene (which is why cinematographers are obsessed with the 'magic hour'), and unfortunately it is one of the harder bits to get right in rendering, but it is worth it. Shadows are also very useful for hiding errors - if a mesh doesn't quite join right or looks odd, put the problem area in a shadow so no one can see it.

One more thing - do you use bump maps on the models? A bump map raises/lowers specified areas slightly during the render. With bump mapping you can give the hull a 'plated' look as opposed to smooth (ie: lots of plates bolted together with 'gaps' where they meet as opposed to a completely smooth surface).

I'll have to grab Blender to see what it can do, once I remember exactly how to do half these things again. :(
 
I fired up my old modelling/rendering programs yesterday (I haven't used them for years) and I couldn't even remember what half the controls did, so kudos for self-learning. :)

Lightning can make or break a scene (which is why cinematographers are obsessed with the 'magic hour'), and unfortunately it is one of the harder bits to get right in rendering, but it is worth it. Shadows are also very useful for hiding errors - if a mesh doesn't quite join right or looks odd, put the problem area in a shadow so no one can see it.

One more thing - do you use bump maps on the models? A bump map raises/lowers specified areas slightly during the render. With bump mapping you can give the hull a 'plated' look as opposed to smooth (ie: lots of plates bolted together with 'gaps' where they meet as opposed to a completely smooth surface).

I'll have to grab Blender to see what it can do, once I remember exactly how to do half these things again. :(

I wouldn't say my self-education has been completely successful..still a lot to learn.a begin to learn a few trick to use lighting to enhance the models. once again a lot to learn.

I have tinkered wit bump mapping on several models. Unfortunately, I have a limited stock of suitable bump maps to use..and making my own is still a bit tricky.
 
I have tinkered wit bump mapping on several models. Unfortunately, I have a limited stock of suitable bump maps to use..and making my own is still a bit tricky.

I keep intending to get my old Poser programs back up and running (or get updated versions). This discussion is encouraging me. I did try doing some simple bump maps adding pockets, seams and wrinkles to a monotoned clothing map made from the basic figure map that came with the purchased figure. It was a learning experience.
http://www.travellerrpg.com/CotI/Discuss/picture.php?albumid=14&pictureid=167
 
I keep intending to get my old Poser programs back up and running (or get updated versions). This discussion is encouraging me. I did try doing some simple bump maps adding pockets, seams and wrinkles to a monotoned clothing map made from the basic figure map that came with the purchased figure. It was a learning experience.
http://www.travellerrpg.com/CotI/Discuss/picture.php?albumid=14&pictureid=167
Not bad from what i could see. Sorry it took so long to reply...didn't notice the post...

A lot of games use a bump map and texture overlay to create clothing, and gear ...it surprises me how much you can tweak a basic model with just a few extra tweaks.
 
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