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You need to subdivide the sphere a bit more.
Ahh... Good call. My initial thought was banding from using a low setting on the soft shadows since he had mentioned using them earlier.
So, what's the advantage of using a vertex sphere over a primitive? I tend to just throw a primitive in the scene and haven't really noticed any issues with the geometry. Is a low poly vertex sphere with smoothing easier on the resources than a primitive?
Ahh... Good call. My initial thought was banding from using a low setting on the soft shadows since he had mentioned using them earlier.
So, what's the advantage of using a vertex sphere over a primitive? I tend to just throw a primitive in the scene and haven't really noticed any issues with the geometry. Is a low poly vertex sphere with smoothing easier on the resources than a primitive?
Unfortunately, Carrara's "primitive" sphere isn't treated as a perfect sphere anyways. It still ends up getting converted to a mesh, and doesn't give you many options about how it's done. There are very few programs that treat spheres properly, and the only one that comes to mind is the old PovRay renderer.
It's not that it's "easier on the resources" so much as it's easier to program. While the math for a light ray intersecting a sphere is trivial, it is substantially different from the math for a mesh. And when they have to start adding things like textures, bump, and modifiers, it's hell trying to maintain separate logic for each primitive.
"A Walk in the Park"
Working at a different "angle" for this space scene....
There are 3 terrains at varying distances, each with a replicator for the rocks.
Nice job. Very Martian.
Lots of good information in this thread! It was very informative reading about how a sphere primitive is handled vs. a vertex sphere. Holly's tutorial on how to make a sun object and shade it is super valuable. I sure hope any new Carrara users that haven't looked at this thread, "bump" into it! ;-)
You speak the truth, my friend!
I'm glad that this got brought back up to page one - as it is my belief that this thread is not yet complete. And now with the intervention of Phil Wilkes cool discovery on linear workflow rendering, we have a whole new set of rules to play with! Try out his Gamma Correction 2.2 Discovery on your favorite Space Scenes!
Hey, you can't bump this thread, You'll give away all it's secrets. ;)