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autoVino

autoVino's bat projects

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autoVino, this relates to your post on the last page. Sorry for the delayed response.

A problem that I do have, which is what I think may be the culprit, is that there are many instances where a glass material touches a solid black material.quote>

I think you're right about that. I don't use MR, but often with raytracing, coincident surfaces are treated as special cases. In other words, when two faces are flush against one another, the renderer might treat it entirely differently than if they were separated. If you ever try to render a glass of water, you'll run into these issues.

A workaround is to create a tiny gap between the surfaces. This sometimes leads to results that are not physically correct, but it can eliminate some weirdness.

The cooling tower is beautiful. I love all the fans. I like the subtlety of the texture on the main body. And the detail inside is really impressive.

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Wow, super coolio. I can't say I have ever seen a cooling tower quite like that, but it looks pretty awesome. Interesting base texture you decided to add too, it looks a lot like a LE job, but flows much much better than a bunch of 16m^2 pieces.

Great work,

-Todd

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  • Original Poster
  • Posted:
    Last Online: A long, long time ago... 
     

    Originally posted by: jimmy2040 autoVino, this relates to your post on the last page. 

    I think you're right about that. I don't use MR, but often with raytracing, coincident surfaces are treated as special cases. In other words, when two faces are flush against one another, the renderer might treat it entirely differently than if they were separated. If you ever try to render a glass of water, you'll run into these issues.

    A workaround is to create a tiny gap between the surfaces. This sometimes leads to results that are not physically correct, but it can eliminate some weirdness.

    quote>

     

    This can produce problems, as you have mentioned, but those problems are more geometry related, e.g. the renderer chooses one material to render on the geometry and often ignores the other or renders the two materials in alternating stripes usually a few pixels wide.  With raytraced materials, if two polygons have the same normals and positions, then that also causes problems.

    The problem here is clearly an error mixed in with the photon decay rate and the filter used to display the caustics (I know that mental ray 3.5 has subtle problems with this in gi, apparently it also exists in caustics and i've seen it happen in final gatherer as well), some of the photons emmited from their source just seem to have a decay rate of zero: they don't decay.  Changing the decay rate and the filter type to something shaper fixes this problem for the most part.

    @Todd  No the inside is just mmy imagination.  The outside though is fairly energy practicle, called a reverse draft cooling tower.  It requiers less space, can be smaller, and is more effective in cooling water than natural draft towers of the same proportions, plus the amount of plumage that comes from the steam is decreased.  Of course the easiest way to cool off water is to just pump in new lake water and pump out the hot into a surrounding stream, but it's a no-no for environmentalists.  Plus this is largely for visual effects.

    cross section:

    click to view original image

    Click to view full quality

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    zoomfour08jk3.th.jpg

    This will be a large nuclear power station, with five reactors and a fully batted lot.

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    zoom-four-012.jpg

    th_zoom-four-010.jpg  th_zoom-four-011.jpg  th_zoom-four-09.jpg
    This was mostly re-working on the ground texture, adding some water-reflectivity to it, color correction, etc.  I've also did some display corrections for the large image, so that nothing will be displayed below the visible ground plane (before some key objects were cut of at z=0 and above, now that issue is fixed).

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    the ground texture is at plenty high resolution, but I agree it just needs some noise.  Much of the little detail is just sort of hard to see.

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    man at first I thought it was the solar updraft tower you were making, but now it looks like a fission powerplant. Looks awesome.

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    Wow, that water looks flippin' sexy. Ground texture looks really cool, but it seems to be a bit to bright (The dirt part), especially in comparison with what the base/ shadows of the towers. I don't know, it might just be me, we would have to see it in game. I have a feeling you might have to lower the contrast a tiny bit and/or lower the brightness slightly. On a side note, the orange dirt in the corner of the first pic is a bit too saturated IMO.

    But all that aside, this is INCREDIBLE. Honestly, really fantastic, and to think that you aren't even done yet!

    -Todd

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    Wow ! awesome ! great work.

    Arthur


    I'll take a quiet life... A handshake of carbon monoxide.

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    zoom3002zl6.jpg

    zoom3001fx9.jpg

    The reactor buildings are complete modelling wise, so now I need to make some turbines, work on the processing buildings and control buildings and add some piping all around and general detail, still plenty of work.  I'm probably going to take a break on modelling and try to figure a way out to gain better control of texture coordinates, as right now the tools in uvw unwrap aren't sufficient.

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    That looks extremely sexy. One question though, how massive are the lot and capacity gonna be? And also, is it based off any real plant?

    -Pingangster


    Never explain, never complain.

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    The uv texturing problem is not found in the picture, but it occured when texturing the dome. I could not find a convincing way to position the uv coordinates without there being excessive streaching of the texture at the top of the tome and on the extruded portion; it looked rather synthetic with standard uv mapping procedures.

    The plant is completely imaginary. All component parts are based off of real plants, are ligit, or give real use to the plant; such as the deep water basin, reactor domes, cooling towers, control biuldings, etc. The two cooling towers are imaginary modifaction of forced draft cooling towers.

    I'm probably going to have to redesign the road layout for the base. The current one is not very space efficient and I cannot adequatly place the reactor domes around it so that they would properly connect to turbines.

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    The nuclear power plant look awesome my friend 2.gif


    I'll take a quiet life... A handshake of carbon monoxide.

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    I changed the layout quite a bit, and made the control/research & development building more of a modernist kind of building.  Now there are six reactors.

    The cooling towers are on a seperate file  (they will be x-reffed) as modelling with 3ds max and texturing with photoshop has reached my memory limit for this computer, so the towers are not shown.

    Click on the images to view full zoom four resolution.

    zoom4002smallpm4.jpg

    zoom4003smallsl4.jpg

    each one of these renders (zoom four) takes about 15 to 20 minutes to render, so the whole lot will be feasible if sliced into quarters.

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    Looking extremely sexy. Are the cooling towers and these part of the same power plant?

    -Pingangster


    Never explain, never complain.

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