an old scene that I need to fill in (furniture, props, maybe a figure)
The auto uploader for pics is a little limitted, so I uploaded the next images to my own website and am using the IMAGE button to embed the pics in line...
Trying for realistic light levels, but this is obviously too dark...
Want to change the time of day to dusk... or just after sunset... but then I needed to change the colors of my "fake city" prop...
The room is a little weird. The architecture is some temple freebie I picked up years ago (sorry I do not remember where). It is just one of those temple props for the Vicky w/sword type stuff, so I added the panels to turn the arches into Arabian screened windows... A beautiful word: Mashrabiya...
There is a hole in the ceiling which I'm leaving as open air... I think I will put some lanterns or something, but for now it's just open....
While playing with the lights I noticed the shader I had made for the tiled parts of the wall are distorting. With free models, often their UV map is just crap.... I had separated the large stone blocks from the walls into different shader domains.... Then using a tiled texture I had made in the free java TAPRATS app.... Anyway, to avoid using the non-existant UV map I was using Shader Mapping in Carrara, with that domain set to Parametric....
After much fussing with the shader, I couldn't fix it...
I tried changing Parametric mapping to Flat... Box didn't work because the overall shape of the model is like a shoebox, long on one side, so my tiles were streched.... Tried to build a multi-layer shader with separate mapping layers fro Front and Side mapping, but no matter what one side or the other bleed across, so I had at least one wall with streched shaders on it....
Possible solutions might have been to split the model into two (or more) models by editing in the Vertex Modeler..., but instead I actually liked the level of control I was getting with the Flat mapping, so I split the walls into 2 shader domains, one for the long side, one for the short side. Each domain got it's own version of the Flat map, so I could assign the correct number of tiles...
In the process the wall tiles became smaller, which I think is good because it adds some scale to the walls and makes them seem taller, even if the detail of the TAPRATS pattern is lost ...

By embedding external images, I can place them in the post where and how I want, but I need to create custom links (?) or something (?)... Hmmm, Still a work in progress.
My silly billboard that wraps around the scene. The "haze" is just a brown gradient controlled by (I think) the elevation shader...
Another angle... Need to fix the stone texture... This HDRI background is on of Dimension Theory's Skies of Economy....
Looking at some of these images, I'm wondering if you have gamma ticked off in the render settings. It could be my monitor (I'm on a noncalibrated laptop right now) but these images seem a bit darker than they should. Just my opinion, of course.
Some people don't like to render with gamma on (2.2). In my opinion, having gamma on helps to more effectively light the scene.
Like I said though, you could already have it on, and the darkness is just my monitor.

Here's the Gamma boosted to 2.2... and I think it does look better.
I am using skylight (from the hdr) and the candle bulbs. The bulbs are now shadow buffers.
Upon inserting new items into the scene from my runtime I realized the original scene pre-dated Carrara's scene scaling (so, C5?). Had to scale everything waaaaaay up and then that messed with my shaders and lighting falloff. so.... just now getting back to it.
Rendering an animation now...

You are not permitted to reply on this forum.











Saving...