Logo by Tglad - Contribute your own Logo!

END OF AN ERA, FRACTALFORUMS.COM IS CONTINUED ON FRACTALFORUMS.ORG

it was a great time but no longer maintainable by c.Kleinhuis contact him for any data retrieval,
thanks and see you perhaps in 10 years again

this forum will stay online for reference
News: Visit the official fractalforums.com Youtube Channel
 
*
Welcome, Guest. Please login or register. March 28, 2024, 08:58:11 PM


Login with username, password and session length


The All New FractalForums is now in Public Beta Testing! Visit FractalForums.org and check it out!


Pages: [1]   Go Down
  Print  
Share this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on RedditShare this topic on StumbleUponShare this topic on Twitter
Author Topic: rendering without 'ambient shadow' stage  (Read 3159 times)
0 Members and 1 Guest are viewing this topic.
kaini
Guest
« on: November 17, 2010, 08:02:10 PM »

jesse: for the next version, would it be possible to implement an option that does just the 'main render' part of the calculation (no shadows, FOV, or other stuff)? it would be nice for producing images for input to other SW, and i can't imagine it being too hard to implement.

thanks!
Logged
bib
Global Moderator
Fractal Senior
******
Posts: 2070


At the borders...


100008697663777 @bib993
WWW
« Reply #1 on: November 17, 2010, 08:58:19 PM »

You can do it already. Just uncheck the shadow options in the postprocess window.
Logged

Between order and disorder reigns a delicious moment. (Paul Valéry)
Jesse
Download Section
Fractal Schemer
*
Posts: 1013


« Reply #2 on: November 17, 2010, 10:29:57 PM »

Just uncheck the "Calculate the ambient shadows automatically" option in the post processing form before starting the rendering.

I assume you meant with other SW some painting programs or so, not 3d stuff?
Logged
kaini
Guest
« Reply #3 on: November 17, 2010, 10:35:24 PM »

ah! i wasn't aware of this cos i haven't messed about with DOF etc. a whole lot! thanks!
by SW i mean postprocessing in photoshop etc.

incidentally, while i have your attention, how about a 'use old method' checkbox?
i know that i'm not alone in loving the colour/lighting used in the 3d nav, which is different to that used in main render, yes?

as always, thank you for a piece of software that gets better with each iteration  afro
« Last Edit: November 17, 2010, 10:37:05 PM by kaini » Logged
Jesse
Download Section
Fractal Schemer
*
Posts: 1013


« Reply #4 on: November 17, 2010, 10:49:51 PM »

Nope, that is not possible  Azn

The new method is much more precise, but you have to adjust a bit different because light angles and diffuse functions changed a bit.

In the navigator it may look sometimes better because i adjusted the shadow for maximum contrast, what makes sense if you have just a few pixels and want to navigate.  But you don't want to see all the artifacts of the navi in high resolution  wink

Just play around with the light settings, sometimes less light is more.  If you want more contrast for example.
Logged
bib
Global Moderator
Fractal Senior
******
Posts: 2070


At the borders...


100008697663777 @bib993
WWW
« Reply #5 on: November 17, 2010, 11:05:58 PM »

Just play around with the light settings, sometimes less light is more.  If you want more contrast for example.

Agreed. The possibility to have up to 6 light sources is far too much. I use in general only 1 or 2 for maximum contrast, plus sometimes a little positional light here or there.
Logged

Between order and disorder reigns a delicious moment. (Paul Valéry)
Jesse
Download Section
Fractal Schemer
*
Posts: 1013


« Reply #6 on: November 17, 2010, 11:57:29 PM »

I increased the amount with the possibility of making positional lights, because more then 2 or 3 global lights are not urgently needed.
Just a compromise, sometimes you would be glad if the amount of positional lights would be not limited at all...
Logged
Pages: [1]   Go Down
  Print  
 
Jump to:  

Related Topics
Subject Started by Replies Views Last post
is there a limitation for hard shadow casting distance? Mandelbulb 3d taurus 3 1646 Last post October 07, 2012, 04:53:29 PM
by Alef
Skip -> Ambient Shadow Calculation ? Mandelbulb 3d Hagem 1 2152 Last post August 11, 2013, 01:12:57 PM
by Hagem
Stage B Fragmentarium Gallery 3dickulus 0 838 Last post December 06, 2013, 10:36:33 PM
by 3dickulus
avoid Ambient Shadow steps / layers Mandelbulb 3d schizo 0 2076 Last post January 09, 2016, 01:51:24 PM
by schizo
The Hyperbolic Manifold Mind of Nefertiti - Stage I & II - 3D printed Amulets Still Frame - Wildstyle KRAFTWERK 0 1097 Last post May 17, 2016, 08:15:12 PM
by KRAFTWERK

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.163 seconds with 25 queries. (Pretty URLs adds 0.007s, 2q)