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3DMy Star Trek Thread

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  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    Yeah, that's how it is.
  • LoopholeLoophole48 Posts: 68Member
    Yeah, that's exactly how it is. The Rhode Island had a sensor dome covering that, but the Equinox had the bridge sunken in like that.

    Well you learn something new every day.
    Standing among giants
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    First pass: Red to whiter hot toward the front of the Bussard Collector.

    mpj8tf3un4id.png
    evil_genius_180Lizzy777Rekkert
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    With the noble Viper's permission, I so fell in love with his cargo ship concept, I asked him if I could play with the design. Below is my start.

    h33mq4m4gauv.png
    evil_genius_180Lizzy777
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    Rear View

    3m14sdwnhakx.png
    evil_genius_180Lizzy777
  • ashleytingerashleytinger2011 Central OhioPosts: 1,244Member
    That's an interesting cargo ship design. Love the tweaks on the Klingon ship!
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    Thanks. Really.

    So here is the front, complete with 2019 Lightwave Lint.

    b2xj73ajbcaf.png
    evil_genius_180Lizzy777
  • evil_genius_180evil_genius_1804256 Posts: 11,034Member
    That's a cool model. :)
    So here is the front, complete with 2019 Lightwave Lint.

    Looks like someone needs to up their sampling. ;)
    Brandenberg
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    edited October 2019 #520
    Thanks EG. I’m trying to decide how to do photon torpedo launchers.

    Oh and 16 samples on each of these.
    Post edited by Brandenberg on
  • MadKoiFishMadKoiFish9781 Posts: 5,321Member
    Just clone them off the refit if it is for these tmp era ships. Unless you mean where, not many options short of that spine ridge and that is if it clear the bridge dome. If not leading edge of the saucer.
    then again it is a cargo ship.

    only 16 samples? I am usually in the 60~90 for semi gloss surfaces.

    https://madkoifish.files.wordpress.com/2019/10/kg_md_jc_1701a_studio_model-008.jpg
    https://madkoifish.files.wordpress.com/2019/10/kg_md_jc_1701a_studio_model-009.jpg
    https://madkoifish.files.wordpress.com/2019/10/kg_md_jc_1701a_studio_model-010.jpg
    Brandenberg
    Each day we draw closer to the end.
  • evil_genius_180evil_genius_1804256 Posts: 11,034Member
    Thanks EG. I’m trying to decide how to do photon torpedo launchers.

    Oh and 16 samples on each of these.

    Which sampling? Light samples? Reflection samples? I found those two did a lot towards cutting my render noise in LW2018. Of course, general scene render sampling never hurts either.
  • MadKoiFishMadKoiFish9781 Posts: 5,321Member
    Guessing material/gloss/reflection samples, least it is what I replied assuming by the looks of it as it sparkles all over anything with bounced light but LW has that uh "bug" and I forget what ver it is and what or if there was a fix for it.
    Each day we draw closer to the end.
  • evil_genius_180evil_genius_1804256 Posts: 11,034Member
    With spots all over the object like that, I'm guessing either reflection or light samples. It took me quite a bit of digging to find all of the places with sample rates in Lightwave.
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    edited October 2019 #525
    Good comments. Thanks. @evil_genius_180 I am only aware of the samples setting on camera properties. I'd love to know the other settings.

    @MadKoiFish: In older versions of Lightwave, 16 render samples seemed to be plenty. I'll have to bump that up. And you very well could be right. It might look better before the surfacing if I take out all reflectivity of the surface. I just realized it is scattering off the surface dubbed "default" (the main hull) onto the saucer which does have a surface since it was borrowed from my 1701 model.

    Post edited by Brandenberg on
  • ViperViper1686 Posts: 717Administrator
    Interesting choices so far. I was going to skip photon torpedo launchers on mine. As a cargo ship, it doesn't make much sense to have a ton of weapons. I expect the ship would always have an escort of some sort.

    I wonder, where are you planning to have the impulse engines?
  • MadKoiFishMadKoiFish9781 Posts: 5,321Member
    Yeah, max has sampling to some extent in materials gloss and ref sections. And then there is Final Gather that has various sampling rates. Usually that affects overall scene details and things like shadows. (well any artifacts appear there) And I think if you use the default MR gizmos those have shadow sampling but it generally isnt something you fart around with much. Just avoiding area shadows and anything that says MAP in the name helps. >_>

    Guess it is what happens with long lived software. Things I so would like to see go away in max are the standard renderer and materials. Keep mr and add arnold or vray. hah but the architectural firms would probably balk at that.
    Each day we draw closer to the end.
  • evil_genius_180evil_genius_1804256 Posts: 11,034Member
    edited October 2019 #528
    Good comments. Thanks. @evil_genius_180 I am only aware of the samples setting on camera properties. I'd love to know the other settings.

    If you open your light properties, you'll see "Samples" towards the bottom. There are also "Volumetric Samples" but I wouldn't worry about those unless you're using volumetric effects. For the other settings, they're on your Render Properties panel. Under the "Render" tab, you have sampling for Reflection, Refraction and Subsurface Scattering. Those are all set at 1 by default, where your light samples are set at 4 by default. I personally have been rendering with the light samples at 10 and the other three set at 8. For my camera, I've had it set on adaptive sampling with a minimum of 50 and a maximum of 100 for WIP renders. For beauty shots and the one "art" image I've done in LW2018, I cranked that up to a minimum of 100 and a maximum of 200.

    The only noise I haven't been able to eliminate is the noise caused by luminous materials. I have no idea why this is, but stuff like my running lights and bussard collectors shining light on the hull creates noise. I've combed through the settings looking for something to fix this but I've come up with nothing so far. But, I found this was an issue in Blender as well, so it seems to be just a quirk of this kind of render engine.
    Post edited by evil_genius_180 on
    Brandenberg
  • MadKoiFishMadKoiFish9781 Posts: 5,321Member
    In max that is usually tied to the FG part of mental ray EG the particles shot for the light in a scene. So you need to up those settings. Sadly it means mega long times as for some reason self lighting objects take way more to smooth out. Like some sort of inverse square. 2 4 8 16 etc. I am sure it is similar in LW.
    Brandenberg
    Each day we draw closer to the end.
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    edited October 2019 #530
    Viper wrote: »
    Interesting choices so far. I was going to skip photon torpedo launchers on mine. As a cargo ship, it doesn't make much sense to have a ton of weapons. I expect the ship would always have an escort of some sort.

    I actually need this for an assault troop ship. I may put shuttles in what appear to be cargo containers. Hence the torpedoes, although you have a point about an escort.
    Viper wrote: »
    I wonder, where are you planning to have the impulse engines?

    Probably at the back on the upper and lower center spine. 4 in all, like the engines.

    Post edited by Brandenberg on
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    edited October 2019 #531
    @evil_genius_180 and @MadKoiFish: I did a render with 36 samples and it was better. However, I am pretty sure I need a surface texture. I didn't have this problem with the Vor'Cha. I will be taking a look at the other sampling.

    Today I have been working on redoing my 1701-A engines, using the Big Jim drawings and my movie model shots. My current engines are somewhat low poly. Also, I did them so long ago, I have been looking forward to doing them again with some new techniques I've learned in Lightwave.
    Post edited by Brandenberg on
  • MadKoiFishMadKoiFish9781 Posts: 5,321Member
    You could grow out some torps just forward of the "compartments" above those protrusions on either side of the spine.

    Been really resisting the urge to make my own refit, as I really lack in that era for models. That and a big old D. Just loath setting up orthos for them in max. It has really dreary abilities to properly make use of anything larger than 1024X1024. Just down samples everything into mud or your stuck working with sluggo-viewports.

    Yeah I think a good part of it is the "blank" material. The ones in max often have overblown bounce reactions. Vorcha though is very matte while tmp ships are usually very glossy. (well least when there isn't a ILM guy with a can of matte paint)
    evil_genius_180Brandenberg
    Each day we draw closer to the end.
  • evil_genius_180evil_genius_1804256 Posts: 11,034Member
    edited October 2019 #533
    I found this page to be pretty useful in narrowing down noise issues in Lightwave:

    https://docs.lightwave3d.com/plugins/servlet/mobile?contentId=1861427#content/view/1861427

    It's not a direct how to guide on getting rid of noise, but I found it did help get me in the right direction.

    Also, when you said 16 was enough previously, I assume you're referring to traditional anti aliasing. Traditional AA maxes out at 16 and is mainly used to smooth the edges on 3D objects. This newer style AA is totally different and 16 is a pretty low number that results in a lot of render noise. In Lightwave, I find 50 isn't bad, but 100 is even better for most scene noise elimination. But, it's all about playing with settings and rendering to see the results to find levels you're happy with. Also, LW does have a built in noise reducer, I think that's also in the render properties. I haven't played with that.
    Post edited by evil_genius_180 on
    Brandenberg
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    edited October 2019 #534
    MadKoiFish wrote: »
    You could grow out some torps just forward of the "compartments" above those protrusions on either side of the spine.

    You're right with me. I put those narrow raised areas on either side of the spine to consider a while. They are a possible place a Refit era torpedo opening could be located. I was considering whether there was enough height for personnel, since we saw torpedoes load with personnel standing around (playing bagpipes) when the deceased Spock was shot into space. Considering the windows/floors on the saucer, there is probably ample room.

    Post edited by Brandenberg on
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    edited October 2019 #535
    MadKoiFish wrote: »
    Been really resisting the urge to make my own refit, as I really lack in that era for models. That and a big old D.

    Would love to see that. The windows on the D are excruciating. I haven't finished mine yet for that reason.
    MadKoiFish wrote: »
    Just loath setting up orthos for them in max. It has really dreary abilities to properly make use of anything larger than 1024 X 1024. Just down samples everything into mud or your stuck working with sluggo-viewports.

    I hear you. I just spent a good deal of time lining up the engine drawings from big Jim. Worse yet, his lines are so thin (which is good in a way), they are hard to see. :p :#
    Post edited by Brandenberg on
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    I found this page to be pretty useful in narrowing down noise issues in Lightwave:

    https://docs.lightwave3d.com/plugins/servlet/mobile?contentId=1861427#content/view/1861427

    It's not a direct how to guide on getting rid of noise, but I found it did help get me in the right direction.

    Also, when you said 16 was enough previously, I assume you're referring to traditional anti aliasing. Traditional AA maxes out at 16 and is mainly used to smooth the edges on 3D objects. This newer style AA is totally different and 16 is a pretty low number that results in a lot of render noise. In Lightwave, I find 50 isn't bad, but 100 is even better for most scene noise elimination. But, it's all about playing with settings and rendering to see the results to find levels you're happy with. Also, LW does have a built in noise reducer, I think that's also in the render properties. I haven't played with that.

    I think this is going to be really helpful. Thanks my friend.
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    Turned up the Samples to 50 and have almost finished my engine corrections. Then I worked on some hull details and am trying out photon torpedo launcher placement as well as impulse engine placement.

    swllykkbooa3.png
    kgxep63aomwt.png
    9gu2xti5nyd6.png
    evil_genius_180ashleytingerLizzy777Freak
  • evil_genius_180evil_genius_1804256 Posts: 11,034Member
    It's looking really good. Turning up your samples got rid of most of your render noise too. :)
  • BrandenbergBrandenberg1655 CaliforniaPosts: 1,937Member
    Thanks Mr Genius. B)

    More work on the Transport.

    dg8lb8nxlxsd.png
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    9efe855ezvmj.png
    djfo0cv2mhow.png
    Lizzy777evil_genius_180ashleytingerFreak
  • evil_genius_180evil_genius_1804256 Posts: 11,034Member
    You're doing some really nice details for this. :)
  • ComcoComco317 Posts: 1,281Administrator
    edited October 2019 #541
    Very nice. :) Are you using shadows in those renders above?

    Really like the internal detail on the Vor'Cha bussards. I'd recommend fogging the glass up a fair bit, though. None of the Trek bussards are transparent enough to see through them clearly into the interior - the glass always tends to be blured so that the internal components are inferred, or just visible.
    Post edited by Comco on
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