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Alex Lovett


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Tags: - Flash - Interactive
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Ok fixed some bugs in my website and now It's HD! ooh fancy buzzword

It now (based on the size you run it at) will load appropriately sized images all the way up to stupidly large

It was designed with this in mind from the start but I only just got round to it


and computers are only now fast enough


And now just fixed a bunch of other stuff, thumbnails are now hidden when looking at fullsize images, this speeds it up a deal and makes it look better.

You used to be able to load multiple images at once (on purpose) but I just noticed this causes huge bugs so I've disabled it, it wasn't particularly useful anyway as images load so fast.

And finally added load progress for the alternate images, that fade in/out as you drag from left to right *phew*

Lots of fixes and tweaks, It's shaping up pretty good!


The code in places is... awful and spaghetti like sadly and I've thought about porting it from AS2 to AS3 but it would be easier to start again, much much easier, and I'm not doing that!

My todo list for it is still pretty long also :-S

I also have at least 30 Pieces of work flagged for bringing upto date or finishing, I'm going to be busy!

And it looks great in fullscreen now displaying full res 1900x1200 images

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Tags: - C4D - Vray
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I'm revisiting a bunch of old render I did years ago to use my new found skills, computer and rendering engine to make them sexy again by modern standards (I hope)

Versus the Old:

And while I'm doing all this revisiting, I just realized my website is full of bugs!!! Stuff I must have introduced when I 'fixed' it to smooth images thanks to a glaring omissions in Flash back when I created the site.

Oh well, I'll get round to that later, I did at least just add sorting my work by date, so now the newest stuff appears first which embarrassingly took an hour to do.

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Tags: - C4D - Vray
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Cinema4D R11 Just popped out and I've been trying to render a nice smooth animation lit completely by an image. Lighting by an image is a true test of a GI engine as it requires great precision, when you have interpolation like with Irradience you tend to get bad glitches and shadows that don't quite fit the corners of objects. Fortunately we have BruteForce and QMC which give the nice noisy versus blurry effect such as you might get with unbiased renderers like Maxwell.

So to summarize what I learned, use Irradience for most cases when dealing with large undetailed flat areas, but if you get problems with glitches and shadows not being sharp enough/meeting edges then switch to BruteForce

And remember that rendering 5x the size with Irradience will render at the same speed if you cache the GI, Brute Force however will take much much longer making it hard to justify for Print resolution work.

This render I did took all night but It's pretty good (the visible stepping is from compression):

Oooh ooh, I just found something, I thought this was coming in a future version but It's included and working right now! why did no one tell me!
You can use an image to power an area light:

1:17 Area Light (20) + Low GI + DMC AA 4

5:39 Brute Force (40) + Light Cache (1000) + DMC AA 4

2:53 Vray BruteForce

3:00 Vray Irradience

Vray Irradience

Vray's BruteForce isn't always better here It's over 4x times slower and visibly noisy so to get a smooth result would probably take twice as long again.
Even so, you can see the corners on the cube are sharper, but It's just not important here.
Also BruteForce solutions can't be saved and re-used. This is especially useful when rendering at very large sizes for print.

Vray BruteForce

Vray Irradience - Rubbish but fast

Vray Irradience - Nicer but slow

Vray BruteForce - Spangly but even slower

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I've been recently playing Mass Effect, I have to say It's done really well, nice graphics, immersive environments...

Only problem is the combat, just feels... not fun to me, It's almost their and It's getting better as I find better weapons and armor. But I do tend to hate on games where it takes more than a few well placed shots to kill someone, I can excuse this behavior when It's robots/shields etc, but anything else should damn well die when shot in the head. It just doesn't feel like your shots are connecting with anything, It's a complaint I've got with almost all games made since the 90's really, It's really important that when you kill stuff.. it feels lie you killed it, not just.. wore It's body down with bullets and then it fell over. I find it very very annoying. Not to mention It's pretty dull facing an enemy who you have to shoot 100 bazillion times and shows no visible sign you even doing a thing till he just sudden decides he's had enough of being shot in the face. Perhaps if it was more visible you were damaging them it would be better, just need ot feel the connection is being idea how that could
If it had a better more satisfying combat it would be fantastic, but right now success in combat is almost luck, and quite stressful (not the enjoyable kind) theres no suspense, no surprise monster's waiting in darkness to jump out, no real diversity in how you approach combat, no dodging projectiles really, too much being ambushed from all sides and death can sometimes mean being returned right before a cinematic, or right before a long elevator ride... or both.

It's kinda retarded that Marathon is still one of the only games I actually enjoy combat in, other games... it almost gets in the way of what your trying to do.

And the Bungie guys carried that knowledge forward to Halo too which has very good combat too. Epic nailed it on the head with a comment they made once, about games should be fun even when you get killed, weapons should be as fun to kill with as they are to be killed by, being killed should be done in a fun way... everything should be done in a fun way! and it can with some thought. Dying in Mass Effect is more stressful and surprising than anything.. like oh.. I died.. that was sudden, followed by.. oh shit I didn't save for like the last 15 minutes.

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Tags: - C4D - Vray
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Finally got round to exploring the world of studio lighting, and the results I'm really pleased with. Basically modeled all the lights and background, The model is by someone else with some tweak by me. He'd asked me if I could help him make his render more realistic, about... 3 years ago? finally got round to it


And slap on some fancy post effects:

Some Early renders:

Note this one has very visible thickness in the sides of the bottle, in reality refraction joins the surface of the plastic and water together, I had to tweak/overlap the water model inside to achieve the end result.

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