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USS Grandeur - One... More... Time!

ETA: the fifth image down. It looks like there is a smoke smudge on the underside of the right nacelle. Like someone has physically handled the model. Very strange?

That's called a "light leak". Indirect light has to be calculated in samples. And they get blurred together in the calculation. Sometimes the settings (which get defined by the artist or rendering tehnician/artist, if you have a team) don't meet the requirements of the geometry/light/material setup. But since one frame with proper settings can take up to hours, people tend to ignore little light leaks, beause its more economical for showcasing work in progress.
 
That's called a "light leak". Indirect light has to be calculated in samples. And they get blurred together in the calculation. Sometimes the settings (which get defined by the artist or rendering tehnician/artist, if you have a team) don't meet the requirements of the geometry/light/material setup. But since one frame with proper settings can take up to hours, people tend to ignore little light leaks, beause its more economical for showcasing work in progress.

Technically it's more of a final gathering artifact than a light leak, per se. I'm using an HDRI environment map on an inverted sphere surrounding the model to provide all of the lighting. When used by itself, this method often produces such artifacts, especially near the "terminator" between light and shadow along rounded edges or curved surfaces. Blurring the HDRI image sometimes helps, or adding another light source to "trick" the final render algorithm into smoothing out the artifacts.

Bottom line, though, is that it wasn't worth trying to fix for a WIP image.
 
Technically it's more of a final gathering artifact than a light leak, per se. I'm using an HDRI environment map on an inverted sphere surrounding the model to provide all of the lighting. When used by itself, this method often produces such artifacts, especially near the "terminator" between light and shadow along rounded edges or curved surfaces. Blurring the HDRI image sometimes helps, or adding another light source to "trick" the final render algorithm into smoothing out the artifacts.

Understood! But it still has something to do with an interacting sample cache of your irradiance map being to low in resolution to meet your needs. I usually call that artifact a light leak, wether its dark or light...

Bottom line, though, is that it wasn't worth trying to fix for a WIP image.

Yes, thats definitively true.



Btw, I really love the white finish of ST:FC in your ship. Please, don't change it too much!
 
Understood! But it still has something to do with an interacting sample cache of your irradiance map being to low in resolution to meet your needs. I usually call that artifact a light leak, wether its dark or light...

I feel like I just walked into a Voyager episode, which just said [TECH] in the original draft :D
 
I'm sure this was mentioned earlier in the past 86 pages but from the registry number I'm guessing you're a YES fan?
 
I'm sure this was mentioned earlier in the past 86 pages but from the registry number I'm guessing you're a YES fan?

The one known here on this thread as the Citizen; and the one that did the original design of Grandeur that inspired Vektor to take this project on and bring her to the 3D world, was/is a fan of YES. :)
 
Understood! But it still has something to do with an interacting sample cache of your irradiance map being to low in resolution to meet your needs. I usually call that artifact a light leak, wether its dark or light...

I feel like I just walked into a Voyager episode, which just said [TECH] in the original draft :D

I can see it now.

JANEWAY
But Mister Tuvok, we need to find out what's causing this problem. Mister Enfield, have your investigations revealed anything useful? We know our original hypothesis didn't work out.

ENFIELD
Understood! But it still has something to do with [TECH] to meet your needs.
 
Understood! But it still has something to do with an interacting sample cache of your irradiance map being to low in resolution to meet your needs. I usually call that artifact a light leak, wether its dark or light...

I feel like I just walked into a Voyager episode, which just said [TECH] in the original draft :D

I can see it now.

JANEWAY
But Mister Tuvok, we need to find out what's causing this problem. Mister Enfield, have your investigations revealed anything useful? We know our original hypothesis didn't work out.

ENFIELD
Understood! But it still has something to do with [TECH] to meet your needs.



:D Though, I somehow immediately go into a LaForge impersonation, when I read my sentence.


LAFORGE
Using these amount of energy on the integrity field would effect the measurments of our counter reaction. Thats why it won't work!

LEAH BRAHMS
But we will have to output these amounts of energies to counteract the resisting forces!

LAFORGE
Understood! But it still has something to do with an interacting sample cache of your irradiance map being to low in resolution to meet your needs.
 
I'm leaving the interiors to the very capable hands of others on the project. Mine are more than full with the exterior, thank you very much. ;)
 
The Grandeur Bridge Walk Thru if you will.
http://www.youtube.com/watch?v=bpNCrNWFrgA


Awesome. Thanks. I'd love to see Vektor's take on this :)

Love the island behind the Captain's chair. Great for quick discussions in a crunch when they can't just go off to the conference room.

Besides the OPS station which is directly behind the Captain's Chair, the station in front of that is known as our TACcom station. It draws input from what is received from the Tactical Station and Communications Station. It can actually recess into the floor if need be for a completely open walk way there. But of course for bridge beauty shots of all the stations it normally remains up.
 
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