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noise_is_life
S2 licensed
Quote from neglouseight :I have a lot of setups now, and after a while I can't remember what the track I am on is called. :/ I'm new to LFS. I've asked people before what the current track is called with no answers.

It tells you the track code when you query for your pb, so:

/w pb

You have to be in a car for it to work.

It would be nice if it was displayed prominantly someplace without having to do that.
noise_is_life
S2 licensed
I just realized that what I was interpreting as distortion or popping in the BF1 is actually traction control which has a different/louder/harsher sound now.
noise_is_life
S2 licensed
I skimmed the posts and didn't see this, but the BF1 is clipping when I look left or right (i.e. I can see the road through the car), I've been driving BF1 a lot lately and didn't notice it before U35, but that doesn't mean it wasn't there.

I'm using the standard in car view.

I get the popping/distortion in low gears too, but others have mentioned that.
noise_is_life
S2 licensed
Quote from [RCG]Boosted :i really wish i could watch that "show" over here in germany ;(
is there a site what does host the videos maybe? would be nice.

Well I'm suprised nobody from the team FG has spoken up, but:

http://www.finalgear.com/
noise_is_life
S2 licensed
Totally off topic (but it's a stupid topic) and completely beaten to death, but I have such trouble taking anyone seriously that doesn't bother to spell properly. Personally I'm a terrible speller, but you have to at least try.

Nobody listens to the belligerent simpleton...

So I've brought up the spelling bugaboo, maybe if I call somebody a Nazi we can lock this thread.
noise_is_life
S2 licensed
In any case 3ds 9 metal ray certainly DOES handle self illumination.

I've just been thinking about the cmx importer myself as there is no premade BF1 scene (true?).
noise_is_life
S2 licensed
Quote from magicius :allright i will wait(i tried to do render with blender but didnt meneged to put skin on it,tommorow i will instal 3dsmax and try with that one

Here you go.
noise_is_life
S2 licensed
Quote from sgt.flippy :Nothing to do with me, just wanted to notice your windows need work, but more importantly, that's the first time I notice the lights of the XR or bend inward

Right you are, I just converted the XRT Brazil scene to mentalray, missed a couple things.

EDIT: Actually that's just how the model is on the XRT, check the renders. Although FunnyKat's last head on render hides it pretty well. I changed my glass a bit, we'll see if it looks better.
Last edited by noise_is_life, .
noise_is_life
S2 licensed
Quote from Thunderhead :Who dares to render this?Please?

Quick and dirty.

EDIT: I tweaked a couple of things.
Last edited by noise_is_life, .
noise_is_life
S2 licensed
Quote from banshee56 :Thank you sir! Any reason the first one looks cropped? The wing is missing?

You're welcome.

I just ran that one without adjusting the camera, since it was a different aspect ratio than 4:3 it didn't completely fit within the frame. That's the second one is with the camera adjusted so that the car fits in the frame.
noise_is_life
S2 licensed
Quote from squidhead :nobody is willing to work on my request?
http://www.lfsforum.net/showthread.php?p=276654#post276654

Here you go.
noise_is_life
S2 licensed
Quote :
Actually, I need about 475x270 (to fit on the SimFIA page) in a high DPI. Also, if you could do one in about 1024x768, that would be great. Thanks!

Here you go, I gave you a couple of options on the smaller image since it isn't 4:3 aspect.
noise_is_life
S2 licensed
Quote from banshee56 :Funnycat, any chance on my second request?

I was bored so I jumped in, maybe not Funnycat quality, but there you go. I did it in a web res (800x600), can adjust if you want.
noise_is_life
S2 licensed
Here's my sleepy time render from last night.
noise_is_life
S2 licensed
Heh, something was seriously fooked with that scene, I somehow got to the point where I had no shadows and couldn't get them back regardless of anything I did.

So I started over from scratch, merged in my models and now things are working as they should be. I'm able to use raytraced shadows.

Whew! What a pain.
noise_is_life
S2 licensed
Quote from XCNuse :well, your dealing with a different scale, and since a car is obviously much larger than something probably about the size of a marble in comparison, your MR settings obviously aren't comparable to the scales of the ball in the post before

just raise alot of stuff, and then lower it, compare.. test.. experiment, thats the best way to learn imo

Ya, I know.

I think you missed my point however. The first image is using the mr shadow map and has the soft shadows that I'm working towards (exaggerated by a low light source just for demonstration), while the second image from the exact same scene is rendered with Ray Traced Shadows and has hard shadows. My impression from samyip is that I should be able to use Ray Traced Shadows to correctly render the area lights.

In the end it doesn't matter much since I'm getting close to the effect I want and they both seem to render in similar times, but nonetheless I want to understand what's going on.
noise_is_life
S2 licensed
I must be missing something.

The first image is mental ray Shadow Map(which I do have figured out somewhat), the second is "Ray Traced Shadows".
noise_is_life
S2 licensed
That's terrific, beautifully done.
Free Textures?
noise_is_life
S2 licensed
I don't see a thread for this, so...

Anybody know of sources for free texture maps. I'm specifically looking for high res textures with bump or displacement maps.

I see many out there, but all for pay. I may pony up for a couple, but I thought I would ask first.
noise_is_life
S2 licensed
The sauber is a real car too.

I imagine it's somewhat easier to design an imaginary track than spend lots of time on minutia trying to simulate a real life track accurately.

I would rather have lots of imaginary tracks than a few real life tracks.
noise_is_life
S2 licensed
Quote from XCNuse :2nd one looks a LOT better; yes its colder looking and you have some values to fix, but it still looks tons better once you get everything set, but you are in the correct direction

thanks!
noise_is_life
S2 licensed
Yeah I agree, overall I prefer the feel of the first. The second is the result of trying to apply various input from this thread, and trying to learn about new features, but it certainly loses some impact.

I agree about the sign, I've spent about 5 minutes total on it so far, including the bump map.

I've been spending a lot of time on "studio" renders for the team, I'll get back to this scene sometime.
noise_is_life
S2 licensed
Quote from CSU1 :*CLAP, CLAP* That and the Duracell bf1 render are the two sexiest one's i've seen yet absolutaly stunning render noise_is_life! Are there any others by you here? I want to use them for my LFS menu b-grounds???

Not yet, just getting started. Here is my latest version of that scene with new and improved "environment maps" and different lighting. It has it's own set of new problems, but I'm learning.
noise_is_life
S2 licensed
Quote from samyip :I think it could be your MR area light setting. Are you using Shadow map shadow? if yes, try use the Ray Traced shadow instead.

Yeah, that is with shadow map, I changed some settings and got rid of the reflection problems, but I am still having problems with the shadow. It just looks terrible.

I'll try the raytraced shadows setting.

EDIT: I just remembered I did try the "Adv. Raytraced" shadows once, but it just gives me a hard edge even though I'm using an area light. There's something I'm just not understanding. I keep increasing the "quality" settings, but it just doesn't get bretter, it just takes longer to do it.
Last edited by noise_is_life, .
noise_is_life
S2 licensed
Here's another simple "white backdrop" scene that I'm playing with some lighting on. I'm getting the strange reflection artifacts that you can see on the headlights and the windshield.

Anybody have any clues how to get rid of them? I've been RTFM, but haven't figured it out yet.

I'm using the mental ray renderer. The lighting is a combo of skylight and mr Area Spotllight. I have the final gather preset at Medium or High (I forget) and the noise filtering set to High.
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