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Cockatoo

Cockatoo's BAT Thread

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    Oh, thanks, that worked beautifully, well for the most part anyways.

    Here's the default rig using the MentalRay settings described in your tutorial. (I've kept the ground plane visible so we can see the shaddows.)

    Teapot1.jpg

    And here are the exact same MentalRay settings, using your rig I've recreated. (Heaps better IMO.)

    Teapot2.jpg

    One thing that's obvious to me though, why are there (especially on the second) smudges on the shadowed side and around the base of the teapot? They don't appear in your STEX screenshots, what do I need to change to get rid of them them?

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    Default rigs don't work all that well with max cause the multiple shadows they create are clearly visible.

    For the custom rig I do believe you have to go for Sun/Sky one. What I mean by this is tha tthere should be 2 light sources -1 directional that would cast defined shadows and another global like Skylight that should also be set to generate shadows if you use Scanline. If you will use MentalRay and FG such a source will generate shadows automatically.

    There are few things that should be taken into consideration when deciding on teh exact composition of such a lighting rig.

    1 Sun type of light.

    Lights that should NEVER be used - Spot, Omni. Main reason - they don't cast parallel rays.

    Lights that should be considered - Target Direct, IES Sun. I would suggest to go for IES Sun as with it you wouldn't have any need to consider things like light spot area light is covering , as it produced infinite lighting.

    IES sun is very very bright at default multiplier of 1. You would need to either reduce it to something like 800lux or about, or to use Exposure control - logarithmic one for Max 7 (set to Day time scene) as well as set your gamma to 2,2 in preferences and make sure that this setting is also affecting Material editor and color piker, to give you accurate preview of your materials.

    Bat4Max 2,5 fully supports such settings.

    2.Sky lights

    you have two choices - default Skylight and IES sky.

    I would also suggest to use IES sky. Reason for this is that default skylight although represented by a DOM is in fact a spherical light source. EG light is emitted from the entire surface of teh virtual sphere constructed around your scene. Meaning it comes from down under as well as from up. This is very wrong. Also it is a flat light. Meaning that Zenith is as bright as horizon. This is not right although orthogonal projection used in SC4 negate most of this there is still some very significant disadvantage when used in night rig for truNite.

    IES Skys only "disadvantage would be same as sun's - extreme brightness. And same solution is applicable here - either reduction of brightness to about 0,05 or use of Logarithmic exposure control set for Day time scene.

    3. Positioning lights.

    This is a very important issue and should be just done on eye.

    There are clear numerical value for such a position.

    Whatever is your chosen Sun light source make sure that it is a targeted one. You'll need target to set it properly.

    Light itself should be placed at this coordinates - XYZ -474;-352;575 and it's target should be set at XYZ 0;0;0 This will ensure proper direction of the shadows (same as with all the buildings in game) although it wouldn't coincide with shadowing on game's terrain.

    For MR to use the light from the Sky FG -Final Gather must be turned on. Here is good article about various settings for older versions of MAX:

    http://www.evermotion.org/vbulletin/showthread.php?t=42049

    btw there is a sort of tutorial on setting lights for the Cam rig here:

    https://www.simtropolis.com/forum/messageview.cfm?catid=37&threadid=81699&STARTPAGE=2

    But general problem with older version of Max is that it is very difficult to support since many setting in current version are completely different than in old ones. Particularly when we are talking about MR.

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  • Original Poster
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    Okay, I have imported the SCBB into Max and am currently working on that, plus the beginnings of what will be the new AIG.

    Also just some reasonably nice stuff I've managed to make while playing around with max these past few weeks...

    AIG1.jpg

    AIG2.jpg

    Test3.jpg

    Test5.jpg

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    Impressively stunning ! great work on these one !

    Like Daniel said, the reflection is just Wow !

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

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    Currently: Viewing Topic: Show us What you're Working On
     

    That is... Awesome!

    Keep up the good work Cockatoo! I already love the AIG building we have in SC4 but this one looks even better! 9.gif

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    Originally posted by: haljackey

    That is... Awesome!

    Keep up the good work Cockatoo! I already love the AIG building we have in SC4 but this one looks even better! quote>

    Uh... I can't look at that horrible old thing without cringing now. 20.gif

    Yeah, it had a few good points like the reflections at the base (which are almost impossible with Gmax), but it's so inaccurate and has no roof shadowing, I was a total nweb BATer when I was making it. This version should be much better, I'm using Max this time round, so I can finish much of the stuff that was missing from the first version.

    Btw, this model is totally new. Scaled correctly this time round.

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    Really does look better now. Is that neon light you're using?

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    WOOOOOOOO x2 !

    This is sooo awesome !

    these lights looks excellently done !

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

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    Thanks guys, here’s a quick and dirty export I made to get a look at the thing in the game. The day views aren't quite right yet (I'll show those when I'm happier with them) but for now here's a look at the night lighting. Notice the scale compared to the BOC. Look about right?

    Grbac80, unfortunately, no. Using the neon method only allows for one flat colour at a time, I'd have to go though and make about 100 separate materials because the AIG needs a smooth rainbow gradient down its side. I could do that, and it'd look a little better than what it dose now, but I'm to lazy. At the moment I'm just using a self illuminating texture.

    AIG5.jpg

    AIG6.jpg

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    Amazing 43.gif


    52921863727_e6820624fa_o.jpg52922443566_95f91e5bfb_o.jpg 

    Discover Japan like never before - Saitama Prefecture V2.0 (埼玉県)

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    Thanks for an explanation Cockatoo. It looks magnificent.44.gif

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    BOC may or may not be scaled correctly itself, so I wouldn't use it as something to compare against.

    Looking good though! Is that your final arrangement for the lit up windows? Instead, I would try using two materials (one which is the same as the day's glass, and one which is the night time glass), and then apply them to specific panes of glass. That way the nitelites will be specific to each floor, and you'll also be able to be more conscious of which floors are lit up and which aren't. I don't think as many floors should be lit up as what you have now.


    02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    JasonCW:

    this is how it actually looks at night! In HK business is pretty much if not 24 h affair then it definitely runs into early morning hours as it is a global financial center and links with other such places in Europe and US.- Time difference means that much of the business district is ablaze all night long.

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    Much better in size than previous ones!  Looking Great!

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    OMG,

    we need more buildings in Hong Kong.

    their work is becoming better...


    52921863727_e6820624fa_o.jpg52922443566_95f91e5bfb_o.jpg 

    Discover Japan like never before - Saitama Prefecture V2.0 (埼玉県)

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    A real nice one, especially if you designed it yourself. Very well done.

    -Pingangster


    Never explain, never complain.

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    I can see it, but smaller 9.gif

    I like that building with the sign Panasonic 3.gif


    52921863727_e6820624fa_o.jpg52922443566_95f91e5bfb_o.jpg 

    Discover Japan like never before - Saitama Prefecture V2.0 (埼玉県)

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    really? niicee Cockatoo 4.gif


    52921863727_e6820624fa_o.jpg52922443566_95f91e5bfb_o.jpg 

    Discover Japan like never before - Saitama Prefecture V2.0 (埼玉県)

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    No matter what you did to it, it looks perfect! 19.gif

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