"Want To Post A Picture But Don't Want To Make A Thread" - Thread V6: FOR THE LOVE OF GOD STOP POSTI
4,910 replies, posted
My old stuff has mostly gone offline so I reuploaded my faves: [url]http://imgur.com/a/7BFj8[/url]
too bad the JPGs got raped
[QUOTE=Joazzz;51637152]too bad the JPGs got raped[/QUOTE]
Its actually all original images (speaking the best quality available), some are even new exports straight from the psd, the problem is the resolution. But what you gotta do with 5-10 year old images...
ffs that was difficult. Wanted to try making a larger scene, ended up getting 3 fps for about 2/3 of the time making it.
[T]http://i.imgur.com/ZXmMGUK.jpg[/T]
Edit: Decided to change the grass, I didn't realize how uniform the grass was. Maybe the Empire had giant lawnmowers that they deployed on the planet first, who knows?
[T]http://i.imgur.com/I8OXuQr.jpg[/T]
[QUOTE=E-Diabetus;51637420]ffs that was difficult. Wanted to try making a larger scene, ended up getting 3 fps for about 2/3 of the time making it. [/QUOTE]
Minimize your settings while posing, then maximize them. I do that...
[QUOTE=E-Diabetus;51637420]ffs that was difficult. Wanted to try making a larger scene, ended up getting 3 fps for about 2/3 of the time making it.
[/QUOTE]
The uniform grass kind of ruins it for me.
[QUOTE=masterfgh;51637170]Its actually all original images (speaking the best quality available), some are even new exports straight from the psd, the problem is the resolution. But what you gotta do with 5-10 year old images...[/QUOTE]Imgur is also a culprit.
[IMG]http://orig15.deviantart.net/2db7/f/2017/007/c/a/wastewanderer_by_erkor-daumt38.jpg[/IMG]
tried doing natural lighting but i dont thing its that perfect some1 criticize the fuck out of this
lmao i completely forgot about adding the welding effects on the fusion cutter as well and noticed that texture repetition on the left hand of the screen
for starters the lighting - the sun, that is - is way too yellow.
yeah i noticed that just now as well, and went into photoshop to down the yellowness as a whole
it removed a stinging yellow filter but the lighting as a whole is still the same. i'll keep that in mind for the next image, though, thanks
[QUOTE=erkor;51638978]yeah i noticed that just now as well[/QUOTE]how'd you not notice it when you were working on it in-game?
I really liked the picture Viper did of the tabletop miniatures and I wanted to do it too because I'm an unoriginal bastard.
[T]https://u.nya.is/rsfkgw.jpg[/T]
[T]https://u.nya.is/tppqwc.jpg[/T]
[QUOTE]Also have some Russians, because we can never have enough of 'em.[/QUOTE]
[T]https://u.nya.is/pyyvnc.jpg[/T]
[T]https://u.nya.is/hvwpwu.jpg[/T]
[QUOTE=Joazzz;51639019]how'd you not notice it when you were working on it in-game?[/QUOTE]
at the time it looked fitting since the majority of the ground is sand-colored
i lost the link to the natural lighting you(?) linked a while ago so i worked from the top of my head and made it too yellow i suppose
my real issue is how i didnt notice the freakish yellow tinge on the entire screen when saving the image in photoshop
Well I now know I'm not going to tackle the sticky situation that is grass for a while. So have this instead:
[T]http://i.imgur.com/RKItQm4.jpg[/T]
snip
[QUOTE=erkor;51639083]at the time it looked fitting since the majority of the ground is sand-colored[/QUOTE]you were going for natural lighting. since when does the color of the ground affect the color of the sun?
Gmod only
[IMG]https://pp.vk.me/c837421/v837421249/2052b/5STE2Mqq7Xo.jpg[/IMG]
Testing my first attempt at transparent foliage.
[IMG]http://www.wduwant.com/index_uploads/uploads/825c479bec3b.png[/IMG]
some reskin testing
[IMG]http://i63.tinypic.com/9pvtd4.png[/IMG]
An ice wraith in an elven palace. Mainly did it to test my new floor prop and overall elven architecture.
[IMG]http://www.wduwant.com/index_uploads/uploads/d5061089d6ff.jpg[/IMG]
[QUOTE=ppabba;51635653][t]http://www.wduwant.com/index_uploads/uploads/f65e6bfabd73.jpg[/t][t]http://www.wduwant.com/index_uploads/uploads/b7818e2a05ed.jpg[/t]
first time sfm shit
any tips for light plz?[/QUOTE]
Personally, I think your lighting currently is fine, though I've got a few little bits of knowledge you ought to know about, infact anyone new to SFM, and even those who've been dabbling for awhile should know.
Righto, so first off you ought to know what the important bits of camera are, and how they can change your scene composition. I'm not talking field of view and how to position your camera, but how the Tonemapscale works, the way to properly adjust DOF intensity if you're not adding it artificially in post process (Which you should try out if you aren't, it gives you waaaaaay more flexibility in the long run.) Anyway, first off you need to have a scene camera for your scene. SFM automatically adds the default "camera1" into your scene as soon as you add any element in the set editor or tap "Switch to scene camera". This camera is good and all, but you can't manipulate it in the set editor. Get around this by hitting "Create Animation Set(s) for Existing Element(s).
[IMG]http://i.imgur.com/wpeeely.png[/IMG]
This should give you "Camera1" in the set editor. Onto the nitty gritty fun bits. I'm only going to list the more vague camera elements.
[B]aperture[/B]: Anyone who's done real world photography will know what this is for, but for SFM's purposes we're not letting more light into the lense and this slider (unlike the realworld) does not affect the brightness of your scene. Instead it only dictates the level of DOF in your scene after Progressive Refinement. You can see the difference easily.
[IMG]http://i.imgur.com/aEDAlCK.png[/IMG][IMG]http://i.imgur.com/7FvXc4M.png[/IMG]
[IMG]http://i.imgur.com/8lelZdy.png[/IMG][IMG]http://i.imgur.com/Zkq12dn.png[/IMG]
[IMG]http://i.imgur.com/Lyp6kWV.png[/IMG][IMG]http://i.imgur.com/uEPkGFt.png[/IMG]
The soldier you've got there holding the AK, while the DOF is set up well, is sampled extremely poorly and breaks the composition. You can fix that easily by right clicking on any viewport and hitting "Render Settings". The render settings affect the final render quality and the quality of progressive refinement. Think of them as your graphics settings like in Garry's Mod. You can drop them down to low or disable progressive refinement entirely while posing for higher FPS, and thus easier manipulation, only to jack it all up to max right before you do the final render.
[IMG]http://i.imgur.com/kVMUVrC.png[/IMG]
[IMG]http://i.imgur.com/Lyp6kWV.png[/IMG] Default Samples
[IMG]http://i.imgur.com/IWGSX3Z.png[/IMG] Maximum Samples.
There's a big difference overall.
[QUOTE][B]Pro Tip[/B]: You can see the focal plane while in the work camera on your scene camera's frustram. It's represented by a purple box.[/QUOTE]
[IMG]http://i.imgur.com/IfSONmF.png[/IMG]
[B]toneMapScale[/B]: This slider affects the overall brightness of your scene, and is essentially ISO and shutterspeed mashed into one, at least for the brightness. You can use this to lower the intensity of your scene so you can play with overly brightlights without causing people who look at your poster to go blind. Not much use outside of that for poster making, since you'll probably want to be editing brightness and contrast in post process. Mind you tonemapscale works like the default contrast adjustment in photoshop, and not like the legacy version. Meaning it keeps the lumen values of the colors in your scene instead of muting everything. Yay?
[B]bloomScale[/B]: This feature on the camera is broken for poster exports, and only works on image sequence export for animations, so just drop this down to zero since it does nothing and you'll get progressive refinement rendering faster to better preview your final render. If you want ya bloom, you'll have to add it in during post process in photoshop or gimp respectively.
[B]SSAOBias, SSAOStrength, SSAORadius[/B]: [B]S[/B]creen [B]S[/B]pace [B]A[/B]mbient [B]O[/B]cclusion. If you're not aware of what AO is, then do yourself a favor and look it up. To be short, it creates soft shadows that aren't really shadows at points where geometry or objects meet. [B]Garry's mod DOES NOT HAVE AO.[/B] Though, you can force Nvidia HBAO if you have a capable card, though this is usually over the top looking and only really benefits world geometry, and not highdetail posing, so be warned when dabbling with that. Nvidia HBAO also flickers or overall disables when using default Steamscreenshots, not sure about the Garry's Mod poster command. It also breaks on maps that have a certain world geometry count, or go over I believe it's around something like 80% entdata, which is affected by the amount of entities on the map. Be wary, it's a fickle feature, but can work... kinda.
SFM SSAO is a whole heck of a lot different in the fact that it brings low end computers to a grinding halt, it looks like ass if you don't know how to work it, and is highly customizable. SFM SSAO is enabled by default and is all the grainy bits on your models. You can disable it from rendering by switching in the render settings tab, and tapping the checkbox next to Ambient Occlusion. Also, oddly, the graininess of AO after progressive refinement seems to be minorly affected by the amount of motion blur samples. So jack those up to max for good measure before your final render. To enter AO view (where you can only see AO, no textures no lighting) for fine tuning go into the render settings and hit "Show Ambient Occlusion"
[IMG]http://i.imgur.com/AcdK63N.png[/IMG]
This is how it looks by default:
[IMG]http://i.imgur.com/R1phP3z.png[/IMG][IMG]http://i.imgur.com/theCajm.png[/IMG]
[B]SSAOBias[/B]: This slider changes whether the SSAO will prefer smaller cracks and crags on the geo (Also interacts with bumpmaps, if your model has 'em) or towards larger creases in the geo + the edges of your model that are open to 'air'. Kind of strange.
[IMG]http://i.imgur.com/tpRceIZ.png[/IMG][IMG]http://i.imgur.com/Nv5IBXA.png[/IMG]
[IMG]http://i.imgur.com/c2WE90D.png[/IMG][IMG]http://i.imgur.com/ilraSD1.png[/IMG]
[B]SSAOStrength[/B]: Changes the intensity of the SSAO in the scene, probably the most important of the three SSAO sliders, and the most basic.
[IMG]http://i.imgur.com/SbFwm4n.png[/IMG][IMG]http://i.imgur.com/WyZ8vIn.png[/IMG]
[IMG]http://i.imgur.com/6H68TKl.png[/IMG][IMG]http://i.imgur.com/KF1Cvm1.png[/IMG]
[B]SSAORadius[/B]: This is by far the strangest of the SSAO settings and can cause the strangest of things to happen. It directly modifies the amount of SSAO coming from the Bias source. While the strength change the intensity, this changes area applied to.
[IMG]http://i.imgur.com/ZZ29SNB.png[/IMG][IMG]http://i.imgur.com/rmMuXWh.png[/IMG]
[IMG]http://i.imgur.com/9Hdx3Ht.png[/IMG][IMG]http://i.imgur.com/GluLimz.png[/IMG]
[IMG]http://i.imgur.com/9hx7Fdr.png[/IMG][IMG]http://i.imgur.com/WtqLvmE.png[/IMG]
[IMG]http://i.imgur.com/7sHgSyy.png[/IMG][IMG]http://i.imgur.com/MqYslus.png[/IMG]
[IMG]http://i.imgur.com/M3XlgE1.png[/IMG]
Strange ye?
You'll be wanting to strike a balance of intensity and area modified. Think of this as your built in contrast, but not really.
[IMG]http://i.imgur.com/Az6GoLo.png[/IMG][IMG]http://i.imgur.com/turvl22.png[/IMG]
That just about covers the more fickle bits of the camera that one ought to know. Onto what you originally asked about, lighting. Lighting in [U]Source Filmmaker follows the exact same rules as Garry's Mod[/U], except everything has different names and you don't have softlamps, those are built in now. The two literally use the same system for lighting code base wise. However SFM does not have the light tool, think of it as only having the lamp tool. I'll show a bunch of images with different slider settings to show you how they all interact. I'll list off the light sliders after.
[IMG]http://i.imgur.com/TRq7ftW.jpg[/IMG][IMG]http://i.imgur.com/zDry9PF.png[/IMG] Default settings
[IMG]http://i.imgur.com/7xIX0Jj.jpg[/IMG][IMG]http://i.imgur.com/4RjUVOo.png[/IM
stop posting pngs my man, it takes ages to load, and jpegs have virtually no quality difference as long as you save with 100% quality
[editline]9th January 2017[/editline]
cool guide, but yeah
ShareX defaults to PNGs, and uses jpegs at higher filesizes. All of that should be less that 2k kb per file, since that's the threshold it defaults at, as I have just learned. Not much of a problem in my book.
well you could always use a different host then?
i mean you know, loading pngs fucks with scrolling on the page, and it's a real drain on the internet for people with bad network, it really dont hurt to show some consideration you know
[QUOTE=Agameofscones;51642910]SFM guide[/quote]
This really deserves it's own seperate thread, it's really helpful
[IMG]http://wduwant.com/index_uploads/uploads/ed14fc4e8c56.jpg[/IMG]
i tried
Pretty good. Some rocks have strange lighting
[T]https://puu.sh/tgIEg/cc4b170a1b.png[/T]