Hi Folks,
This is my first post on TrekBBS. I've been a member of the TrekMovie forum for a number of months posting attempts at a decent render of the TMP Enterprise. However I've really liked a lot of the work going on over here and it finally dawned on me that you would be the ones to ask for advice on how to advance my project should I hit problems.
A guess a little background might be in order. For a number of years I've had a copy the Dennis Bailey TMP Enterprise in Lightwave format, which I ported into Cinema 4D v8.2. Unfortunately the port was not good - texture maps were missing or incorrrectly mapped, the mesh was full of
holes, overlapping polygons, duplicate points and so on. Eventually I got all this fixed up and started to think about lighting, shaders and a fairly simple scene to try it all out. That was the point I joined the TrekMovie forum.
With helpful criticism and encouragement from Saquist and Scribbler on TM forum, I tweaked away until I got the render below:
http://img42.imageshack.us/img42/1618/ussenterprisencc1701fin.jpg
However I wasn't entirely happy with the result, broke the render down and discovered two things:
1. I'd messed up my inverse-square lighting and ended up with illumination that had no falloff.
2. The mesh didn't have sufficient polygons and consequently C4D's Phong Tag was unable to render a smooth surface. There were discontinuities in illumination and reflections.
Now admittedly, I've made life difficult for myself here as my major irritation is self-illumination of the Enterprise, particularly the saucer! The TMP movie and DB model used ghost lights - the former did this by using external light sources and dental mirrors. But I'm keen to get the
illumination working from the ships sources as designed.
Having corrected the inverse-square lighting problem, I realised I had a disaster. The bottom of the saucer was severely over-illuminated close to the centre and on the top of the saucer, deck 2 blocked light reaching the lettering (especially USS ENTERPRISE).
Since then I've been trying to overcome these problems and I've made some progress. This has come about by:
1. Remodelling the bottom of the saucer, which now allows the Phong Tag to produce a smooth surface.
2. Using a different lighting set up with each spotlight consisting of 3 smaller lights and a gel to prevent over-illumination.
The images below show what I've remodelled to date and the new illumination.
http://img7.imageshack.us/img7/6841/saucer.jpg
http://img3.imageshack.us/img3/8018/navdome.jpg
http://img42.imageshack.us/img42/4299/rimx.jpg
http://img59.imageshack.us/img59/103/saucerwithspotlightson.jpg
http://img3.imageshack.us/img3/2835/navdomewithspotlightson.jpg
Since then, I've added the spotlight rectangles to the navigational array (aka spotlight housings) and my light sources sit at the bottom of those rectangles. My problem for now is to reconcile those small lights with the larger rectangles. I've some ideas, but they may take a time to
see if they work.
That's all for now! Sorry for the long-winded post - I have a habit of doing it.
Cheers,
Science Officer.
This is my first post on TrekBBS. I've been a member of the TrekMovie forum for a number of months posting attempts at a decent render of the TMP Enterprise. However I've really liked a lot of the work going on over here and it finally dawned on me that you would be the ones to ask for advice on how to advance my project should I hit problems.
A guess a little background might be in order. For a number of years I've had a copy the Dennis Bailey TMP Enterprise in Lightwave format, which I ported into Cinema 4D v8.2. Unfortunately the port was not good - texture maps were missing or incorrrectly mapped, the mesh was full of
holes, overlapping polygons, duplicate points and so on. Eventually I got all this fixed up and started to think about lighting, shaders and a fairly simple scene to try it all out. That was the point I joined the TrekMovie forum.
With helpful criticism and encouragement from Saquist and Scribbler on TM forum, I tweaked away until I got the render below:
http://img42.imageshack.us/img42/1618/ussenterprisencc1701fin.jpg
However I wasn't entirely happy with the result, broke the render down and discovered two things:
1. I'd messed up my inverse-square lighting and ended up with illumination that had no falloff.
2. The mesh didn't have sufficient polygons and consequently C4D's Phong Tag was unable to render a smooth surface. There were discontinuities in illumination and reflections.
Now admittedly, I've made life difficult for myself here as my major irritation is self-illumination of the Enterprise, particularly the saucer! The TMP movie and DB model used ghost lights - the former did this by using external light sources and dental mirrors. But I'm keen to get the
illumination working from the ships sources as designed.
Having corrected the inverse-square lighting problem, I realised I had a disaster. The bottom of the saucer was severely over-illuminated close to the centre and on the top of the saucer, deck 2 blocked light reaching the lettering (especially USS ENTERPRISE).
Since then I've been trying to overcome these problems and I've made some progress. This has come about by:
1. Remodelling the bottom of the saucer, which now allows the Phong Tag to produce a smooth surface.
2. Using a different lighting set up with each spotlight consisting of 3 smaller lights and a gel to prevent over-illumination.
The images below show what I've remodelled to date and the new illumination.
http://img7.imageshack.us/img7/6841/saucer.jpg
http://img3.imageshack.us/img3/8018/navdome.jpg
http://img42.imageshack.us/img42/4299/rimx.jpg
http://img59.imageshack.us/img59/103/saucerwithspotlightson.jpg
http://img3.imageshack.us/img3/2835/navdomewithspotlightson.jpg
Since then, I've added the spotlight rectangles to the navigational array (aka spotlight housings) and my light sources sit at the bottom of those rectangles. My problem for now is to reconcile those small lights with the larger rectangles. I've some ideas, but they may take a time to
see if they work.
That's all for now! Sorry for the long-winded post - I have a habit of doing it.
Cheers,
Science Officer.