changes: - "R" toggle before "diffusion" allows a reflection correction to go with the blur of the reflection image. This should maintain the logic of diffused reflections and gradually transforms the reflection image into a diffuse illumination image. I'm still enhancing the procedure, but it already works quite well.
Post by bellyfullofjelly on Aug 15, 2010 18:11:21 GMT 1
Hi taron! I'm here to say a big THANK YOU for all your work, your videos improved my sculpting skill a lot, i mean, before your video, i didn't had sculpting skills! And now you are doing this great program, you are a wonder of nature! But i'm harder than rock....i can't simply understand all the features of your program....what all those voices can or can't do....so i'm not able to make decent materials...so...i'm asking....for a guide (or a link very explicative) and for guide i mean something that explain why a certain setting has been created, and to simulate what. Not just what that setting is doing. I'm sorry to ask you something that big. Anyway it is a wonder this program, i wish i could use the same kind of thing inside kerkythea. Thanks again for everything!!!(just to let you know, i registered only to write this post...ok...enough of asslicking...sorry 4 my english...hope is understandable)
Hi bellyfullofjelly, I shall skip right over the licking part, while I'd have expected it to be kissing and wouldn't consider your sweet feedback and request neither. No worries there!
I suggest you look into basic shading tutorials to get an idea of the fundamentals. You should end up recognizing a few of the key parameters (I suppose that's what you mean with "voices"?!).
However, here's a tiny guide:
The left side of the interface
1.[LIGHT[#] #][+][-][C] meaning = [LIGHT[number of lights] current light] [add a light][remove a light][copy a light] 2.[position x] Those are the coordinates of the current light's position in space 3.[position y] 4.[position z] 5.[camera z] This is the imaginative distance of the camera to the ball. It effects all reflective or otherwise camera dependent components such as glossiness and fresnel.
6.[brightness][^] meaning = [brightness of the lightsource] [exponential falloff across the surface] Lower amounts of [^] create softer fall offs, higher amounts harder. Don't go beyond 1.0 unless you mean to.
7. This is the wildest of them all. It toggles the ability to control the surface behavior of the ball for each light individually. Normally the balls surface should or would only have one consistent substance and all lights would interact with it in the same way. However, you can do more complicated shading simulations with the ability to cheat a little. It helps to simulate different kind of lightsources, for example, by adjusting the glossiness differently for each light, which creates a different kind of reflection impression for each lightsource.
8.[glossiness][/li][li] meaning = [how glossy or smooth is the surface of the ball. Currently this only refers to the potential reflection of lightsources on the ball. Later I might link it to the reflection image as well.][extra control/boost for the brightness of the reflection. That's often interesting for some more control over the look of such lightsource reflections.]
9.[subsurface][^] meaning = [subsurface extension tries to simulate the effect of translucent materials such as skin, marble, ceramics or certain plastics. This value controls both the depth and the brightness of the effect.][exponential falloff control exactly like above at brightness.]
10.[fresnel][^] meaning = [fresnel allows you to control the behavior of surface incidence angles towards the viewer. You can fade lights out to the rim of the ball with positive values or towards the center, the viewer facing angles, with negative values.][exponential falloff...same as above]
11.[light][surface][subsurf] meaning = select which subject you want to pick a color for in the color pallet below.
12. color pallet 13. gradient bar from picked color -> 50% gray. This relates to how Sculptris blends materials onto the geometry in Paint mode. It uses a method much like "Hard Light" in Photoshop, by which all color values until 50% represent the diffuse shading and multiply your surface color. All color values above 50% are inverse multiplied or added, if you will, and represent the reflective component such as specular highlights or reflections.
If any of this did help a little, I will continue with the right side of the interface!
Post by bellyfullofjelly on Aug 16, 2010 0:14:50 GMT 1
ou yeah! Thanks a lot taron you are very kind! I'm very grateful to you for your help...this helps me a lot.......and another request....if happens to you to do another hard surface model(the one i saw is the spacecraft in your topic in zbrush forum), could you do a little short video? i really need to improve that tecnique. Thanks
PS: yes please...the right interface...i can't do nothing with that
Yeah thanks from me too......the updated version is pretty cool......and the help reference is allways a plus........I sure would like to get my hands on a complete reference (especially in the paint ui) cause I still seem to be having problems with masking and bump mapping........so now I guess it's my turn to say pretty please with sugar on it.....lol
there's a paint primer video on vimeo, just recently released. I've heard that people are happy about it, but havn't watched it myself, yet. Frankly, for me there's virtually nothing in sculptris that requires documentation except keyboard shortcuts, and it should be similar for those, who have a wholesome idea about 3d modeling and texturing. That's why it's always difficult for me to anticipate everything you'd want to know. But here's something I really want you to know: - relax (lean back, breath a little, enjoy all the things you understand already) - think, but also allow new ideas into your head that might have a different foundation than yours. - work with the tool you want to learn. That means, work with the ideas behind it. Also work with its shortcomings or problems, if its otherwise to your liking. - nothing is running away from you, you are only walking up to higher grounds. With everything you learn, you can see more!
Once you are in the proper mode yourself, try to find out as much as you can about what you want to learn! Always be active, never ask questions before you know you can't find the answers yourself! This is important, because it gives your understanding far more strength, if you manage to find answers without questions to others. Being passive, hoping to get spoonfed did not ever really make a strong student...just chubby brains from feeding without exercise!
I still love to give answers, but I'm not always sure it's the best idea of helping.
Post by bellyfullofjelly on Aug 17, 2010 7:38:42 GMT 1
Hi Taron, thanks again for your efforts....i agree with all your statement, in fact it's a month now that i play with sculptris and keep searching a way to be more efficent in hard surfaces and i just wanted to see other people's tecniques, because after i saw your video it changed radically my unerstandig of the program. Anyway if i understand how to publish screenshots i'm posting my things in show case (still can't find hard surfaces on vimeo.... but there is a video of macrea wich i'm going to wach )
Yehah, tomol, I'm excited about your experiments! Already went to comment on your first v0.14 test. Great stuff! If everything goes well, MaCrea may even help to learn more about materials, particularely in concert with Sculptris, of course, where you can test what you're doing. Unfortunately it's all still rather tricks and won't tell you the full glory of all involved parameters, but it's a great start, I believe.
Hey belly, Sculptris is not really a hard surface sculpting tool, which is why people don't really post much of that kind. I might have a go at it again for you, but, again, it's not native to the idea of making anything accurate or sharp, even if you can. Anyway, I'm happy if I can help. At the end to me we're all a big family and the best we can do is help each other and inspire. Therefore you are very welcome!
Nope, it's strictly forbitten by the rules for free gifts I provide. You shall only use it for useless nonsense, otherwise my head shall implode. Of course you can use it for what ever you want, player! ;D I wouldn't mind hearing about how you've used it or to find it mentioned in some form, but other than that... you'd make me very happy in fact!
Post by worstplayer on Aug 17, 2010 18:30:51 GMT 1
I want to use it in this game (screenshots are obviously pre-MaCrea). I can now make new light "moods" almost instantly instead of spending hours trial-and-erroring a single cubemap. Thanks man, you rule. Is something like "ambient maps made with MaCrea(http://taron.de)" in the credits OK?