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Which way to the theatre group audition ??


    
Poster: Nik
Image: Which way to the theatre group audition ??
Image Details: ID: 8455 - Image Type: JPG - Size: 1089 x 572 (71KB)
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Posted: 28 Nov 2021 04:00
Views: 28
Pic Description: I found an interesting ''stage'' freebie on DA by MMD3DCGParts.
https://www.deviantart.com/mmd3dcgparts/art/MMD-Stage-16-481475270

It is PMX format, I thought it was just a corridor, a stair-well and a roof-top. It turned out to be much of an L-shaped, ''3-storey plus roof'' building. Each corridor is well presented, with good lighting and l_o_n_g sight-lines. There are no rooms behind those many doors, just a void the size of an atrium...

My ($$) 3DOC usually reads PMX okay, but threw a heap of ''bad poly'' warnings. I used free PMX Editor, exported the model to OBJ+MTL as-is, also ''mirrored'' using Editor tools. This is necessary as PMX format is opposite ''handed'', so exports ''flipped''. Mirrored prior to export ''flip'', comes out correct.

($$) 3DOC also has a ''mirror'' facility, as you can scale eg X-axis geometry by -1. I wasn''t sure I could trust it to wrangle this model''s mesh given the polygons warning. In fact it was happy with either OBJ+MTL.

The model has 83 materials calling ~65 textures named eg Stage21, Stage22, Stage23 etc instead of anything meaningful. Beyond the signs with glyphs or logos, the rest were unidentifiable.

I loaded model into PMX editor then, one by one, turned each material''s ''opaque'' setting from 1 to 0, making it invisible. When a corridor''s luminaires vanished, I''d found a call for a ''lights'' texture, here ''Stage 38''. A search of MTL with Notepad found two more calls to this texture. There may be other lights with other textures, I''ll hunt them tomorrow.

After some iteration, the model loaded to Poser at 3.75% of original, with X -50, Y 37.1, Z 30. You will have to turn off the Poser ''Ground'', or scale it to ~500%.

I masked off the obvious ''luminaire'' area of texture, applied it to ''ambient'', super-dialled it. Nothing happened. I tried a different part, nothing happened. Trying an all-white texture showed the fluo'' tubes white, so I was using the correct texture. Just the wrong part. Eventually, I tried loading a grid-chart, was just able to read the colour boxes and numbers that matched the corridor luminaires. I white-masked those, black-masked rest. Super-dialled, this lit the corridor luminaires .

For a change to usual swim-suit, I loaded up an ''Anime'' outfit, found an amusing angle. Most of the lighting is from the set''s luminaires, supplemented by a single spotlight above camera. After a quick 14 pixel-sample test render, I changed to 96 pixel samples, sent the job to ''Box''.

I''ll post the baffling texture and its ambient mask in comments.

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Comments
Poster Message
 
 28 Nov 2021 04:02
Here's what caused me to struggle with the lighting...

Image

No apparent correlation, is there ??



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