More Blender practice. Now with some volumetric emission engine thrust on the Arquitens.
How did you achieve that effect for the Arquitens' engines?
I used a cylinder primitive with a volumetric emissive shader and a combination of gradient and procedural textures.
It scales pretty well too. I was also able to use it here (see below), and all I had to do was scale down the cylinder and change the hue value in the "Combine HSV" node.
BadHorse, how are you getting the background. when i use the skyboxes as an hdri they always look way to low res. are you just projecting an image onto a plane for the background and using the hdri for light only or is there a way to get the 360 look with a good quality image
BadHorse , how are you getting the background. when i use the skyboxes as an hdri they always look way to low res. are you just projecting an image onto a plane for the background and using the hdri for light only or is there a way to get the 360 look with a good quality image
It's a bit hard to describe. I add the skybox as an environmental texture to the environment shader, but that's just for lighting control, and usually isn't even visible. I add two giant concentric UV spheres, one slightly larger than the other to act as my visible environment. I set them both so that they don't cast shadows, so that the environmental lighting comes through. Both spheres get emission shaders. The outer sphere gets a procedural star texture. The inner sphere gets the skybox texture along with alpha transparency so that the star sphere is partially visible. The finished product looks like this.
BadHorse, how are you getting the background. when i use the skyboxes as an hdri they always look way to low res. are you just projecting an image onto a plane for the background and using the hdri for light only or is there a way to get the 360 look with a good quality image
The short answer is higher resolution. If you use a standard (or even somewhat high-res) image, such as even 4K, it will generally appear blurry or pixelated. Typically 8K or 16K is what I would recommend for a 360 background, if your system can handle it. Also the smaller the focal length, the more resolution you will need.
thanks, i never though of using an alfa matte with the skybox, but how do you hide the seam with the precaudal outer star texture, all the ones that i use give me a seam and i have to change the uv coordinates to hide it but it only works with that camera angle
thanks, i never though of using an alfa matte with the skybox, but how do you hide the seam with the precaudal outer star texture, all the ones that i use give me a seam and i have to change the uv coordinates to hide it but it only works with that camera angle
If you're searching for one on Google for example, be sure to include the word "seamless", and you shouldn't get any image results with a noticeable seam.
Hi, this is one of my first renders and I would like you to tell me things that you don't like about it in order to improve them. I know it is extremely bad but I am going to upload it anyway !
Hi, this is one of my first renders and I would like you to tell me things that you don't like about it in order to improve them. I know it is extremely bad but I am going to upload it anyway !
It's not too bad at all! The ambient lighting is a bit dim compared with the bright reflections on the cockpit windows. You need more of a sunlight source and tune the reflections a bit so you don't get just a pure white mirror like flash.
I don't know if I am supposed to post it here but does anyone have a blender shader or way to make some good hangar force fields?
I'd say if you have the ability, whipping up something in Photoshop would probably be your best bet, although I'm sure there are good ways to do so within Blender (or whichever program you're rendering with).
Not a very good example, but a simple example I whipped up just now: