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Artwork => Finished Works and Works in Progress => Topic started by: Arik_the_Red on February 19, 2012, 01:55:26 pm

Title: Castle of Dark Dreams
Post by: Arik_the_Red on February 19, 2012, 01:55:26 pm
Well, my PC's been down for a long stretch, but got going again... and, along with updating the TransNeptune work (name change in progress), I decided to do a bit of a personal project for someone... designing a castle, with exterior and key interior features...


To start, I thought it would be fun to make a wine cellar.... so experimenting with that here:


(http://i33.photobucket.com/albums/d69/aric_001/Castle%20of%20Dark%20Dreams/barrelrender2.jpg)

...and close up of one of my barrels (Arik's misappropriated rum ;-) )

(http://i33.photobucket.com/albums/d69/aric_001/Castle%20of%20Dark%20Dreams/barrelrender1.jpg)

I still need to do a lot here... and am trying to figure out the best way to make torches that appear to be the light source - fire is a pain to figure - make a flame without a shadow.... hmmmm....
Title: Re: Castle of Dark Dreams
Post by: ENSONIQ5 on February 20, 2012, 02:04:02 am
Great start, looks awesome!  If you're rendering with Scanline (or in Carrara) you can set objects to not cast shadows, in which case just shoving a light inside the flame object does the trick.  If rendering in ART you'll need more than one light, set as spotlights with 180° arc, one behind and one in front.  With the angles carefully set, and the range of the lights reasonably short (as a flame would), it should be possible to have one light illuminating the wall behind the torch, and the other illuminating the room itself.  It would take a bit of experimentation to get the angles right and to ensure there are no obvious gaps between the two light hemispheres.

If I were you, I'd render in Carrara, in which shadows cast and received can be individually toggled for each object.  On the other hand, if this will be an animation, scripting the flame movement together with the light flicker would be easier in Anim8or than Carrara (I'm not sure how/if scripting works in Carrara, this is something I am yet to fully explore...)
Title: Re: Castle of Dark Dreams
Post by: kreator on February 20, 2012, 03:31:33 am
(I'm not sure how/if scripting works in Carrara, this is something I am yet to fully explore...)

You can use PyCarrara which utilises Python as its scripting Language
Title: Re: Castle of Dark Dreams
Post by: ENSONIQ5 on February 21, 2012, 04:40:37 am
Awesome... I think!  That scripting is possible = cool, that it's a whole new %#$*@ language to learn = not so cool!
Title: Re: Castle of Dark Dreams
Post by: cooldude234 on February 21, 2012, 03:41:39 pm
As ENSONIQ5 said use multiple lights. In the picture (attached in this here post, the original, and post), the original you can see, I used two lights on each lantern, one inside, one just outside, to give it a glow inside, as well as producing light outside of it (like a lantern should).
For the glares I just did that in the post production, as it will not be effect by the depth then (because glares do not need to have depth), however things like smoke would need the depth so you would render that in the 3d scene it self.

When it comes down to it, it's all just tweaking the lights brightens vs the number of lights, and the position of the lights.