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Good evening all.
Just a few questions. I am at the stage where I am going to render a few ship spins, and I remember reading something that I didnt quite understand about perspective, and how you shouldent render ship spins with perspective, or something like that. Heres a topic with what I mean: (url="http://"http://www.ambrosiasw.com/webboard/Forum9/HTML/005249.html")http://www.ambrosias...TML/005249.html(/url) (Read the posts towards the bottom)
So I was wondering, how would I go about rendering ships without perspective in Strata 3.02, and also, is it really necessary? Did ATMOS do the same thing? Is this really easy to do or am I making a fuss over nothing?
And my final question. How do you cast coloured light? I was trying to set up a scene, I put a spotlight in, and changed the colour in the object properties to a purpleish colour, and in the main modelling window I could see coloured light on my object. Yet when I rendered it, Nothing. No coloured light. What am I doing wrong? I was using the Raytracing 'Awesome' renderer, if thats any help.
Thanks in Advance.
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Quote
I was wondering, how would I go about rendering ships without perspective in Strata 3.02, and also, is it really necessary?
Ok, you see in the modeling window at the top to the right of the render options (as in how it renders in the modeling window - GL Flat, Wireframe, etc) there is a slider with three options. If you place it to the far left it has no perspective, the middle (default) has perspective, and the far right has extreme perspective
Did ATMOS do the same thing?
I dont know to be honest... Its something that would be good to find out... pipeline?
Is this really easy to do or am I making a fuss over nothing?
Its really easy (but you can see that from above). I've not tested effect of render times but as far as I'm aware there is no difference... If you are making an addon this would be good to fuss over as you want your ships to blend in as much as possible
And my final question. How do you cast coloured light?
Click on the environment pallet. Under the lights tab (I think thats what its called...) the global lights you have in the scene are displayed in a circle thing. Select it and change the colour there. That changes the colour of the light.
Any more?
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Thanks Jules.
I always wondered what that little slider thing does. I really should give the manual a good read sometime.
I got a question Jules
Whenever I texture and object in Strata 3.0.2, the texture always ends up looking all wierd and misplaced. How can I get the textures placed right and not be too small or wrong?
Thanks
------------------ -ryan
(url="http://"http://www.ambrosiasw.com/webboard/Forum9/HTML/005135.html#")This(/url) may help you.
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Originally posted by Zacha Pedro: **This may help you.
**
Yup, Sparky's explanation of how to paint a texture map is beautifully clear. The word "Strata" never appears in that thread, though.
What I'd like to know (not having tried this myself yet) is how hard it is to apply that sort of a model-specific texture map to a model in Strata, and what the most efficient steps are to take to avoid the problems silver_wind just described.
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Ok, this is really quite simple to do. However its quite hard to describe in text based form. I've been meaning to do this for quite a while now and have been puting it off but I suppose this isnt a very hard one to do a tutorial for.
I'm going to be busy until at least Sunday as Im in a production of Westside Story at night and work during the day. Im only home enough for sleep and nothing else so I wont be able to work on it until Sunday when the production finishes its run. After that, give me a few days to model up a suitable ship then make a tut on how to texture it from scratch. I'll also provide a copy of the model (textured and untextured) and the textures so you can try yourself. It really is quite easy to do
Okay I'll look forward to the tutorial Jules.
Thanks everybody else too.
well, I started that method back when I used to use Strata, so I know it works in there. It's easiest if you make the texture fit exactly to the model, so that the edges of the model from the direction that you are going to map are exactly where the map ends - the part of the model that you're mapping fits exactly in the map.
Heh, I'm sure that Jules' tutorial will be much clearer than my rambling.
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(This message has been edited by sparky (edited 05-24-2004).)