NEW Voyager model...
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Topic authorElChristou
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CurlSnout wrote:Thank you VERY MUCH for the new Voyager prerelease model; it looks OUTSTANDING.
I am especially looking forward to the new Vostok model. Please excuse my ignorance, but what (and when) is "CM opening"?
Hi-Ho,
CS
Tx!
Yes, CM is Celestial Matters, a site created in colaboration with Fridger and Runar, actually all of us are too busy so we need a bit more time to end all we need to do.
Wow, that looks a lot more detailed than my Voyager POVray model, which now looks positively crappy by comparison! I can certainly appreciate the construction though, looks like you have lots of fine detail in there!
My Celestia page: Spica system, planetary magnitudes script, updated demo.cel, Quad system
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Topic authorElChristou
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- LordFerret
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I've not downloaded the model, but looking at the preview image you've posted - all I can say is Awesome!
Just out of curiosity, did you ever get to identify that octagonal part?
I also wanted to note the panel beneath that part (half black / half white with verticle lines)... in looking at some of the Voyager images posted by other folks here, that panel appears to be inverted (the other way, upsidedown)?
Just out of curiosity, did you ever get to identify that octagonal part?
I also wanted to note the panel beneath that part (half black / half white with verticle lines)... in looking at some of the Voyager images posted by other folks here, that panel appears to be inverted (the other way, upsidedown)?
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Topic authorElChristou
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The problem I point out in http://shatters.net/forum/viewtopic.php?t=10078&start=60Cham wrote:What issue with spec light ? 1.5.0 is perfect, about spect light !
Nope...LordFerret wrote:Just out of curiosity, did you ever get to identify that octagonal part?
LordFerret wrote:I also wanted to note the panel beneath that part (half black / half white with verticle lines)... in looking at some of the Voyager images posted by other folks here, that panel appears to be inverted (the other way, upsidedown)?
Sorry my Lord , but I spent lot of time to "analyze" many photos from many sources to get my model as accurate as possible; just have a closer look at the two shots in the red frames about the mysterious octagon, and you will see the top part of this "inverted" panel...
The plastic model you point here is full of inaccurancy... (the octagon even don't appear)
ElChristou,
I don't understand your problem. Just use a large number (something like 120) for the specular, in the modeler (Cheetah3D) and you'll have a nice metallic reflection. On your picture, it seems you used a small number, which doesn't give a proper effect on the golden disk. I'm sure you can achieve a very nice metallic effect on your disk.
I don't understand your problem. Just use a large number (something like 120) for the specular, in the modeler (Cheetah3D) and you'll have a nice metallic reflection. On your picture, it seems you used a small number, which doesn't give a proper effect on the golden disk. I'm sure you can achieve a very nice metallic effect on your disk.
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"
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Topic authorElChristou
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Cham wrote:ElChristou,
I don't understand your problem. Just use a large number (something like 120) for the specular, in the modeler (Cheetah3D) and you'll have a nice metallic reflection. On your picture, it seems you used a small number, which doesn't give a proper effect on the golden disk. I'm sure you can achieve a very nice metallic effect on your disk.
Cham, read again the response from Chris, it's not a question of setting, it's the way the spec light react with the texture...
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Topic authorElChristou
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Cham wrote:There's no clear reply about that, from Chris, in the thread you are pointing. I don't see any problem there.
Cham, read again this:
Chris wrote:I changed the way specular highlights are computed for meshes in 1.5.0. It used to be this:
color = (diffuse_color + specular_color) * texture_color
And I changed it to this:
color = (diffuse_color * texture_color) + specular_color
Here we have a clear description of the difference between the 2 rendering; with the new one, we definitively loose something in the case of my exemple, even if it's better for other points; I'm confident Chris will find a solution to have all benefits, even if this will work only in OGL2...
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Topic authorElChristou
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Topic authorElChristou
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Topic authorElChristou
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