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That RE Break Room...


    
Poster: Nik
Image: That RE Break Room...
Image Details: ID: 8586 - Image Type: JPG - Size: 1524 x 1147 (265KB)
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Posted: 01 May 2023 17:54
Views: 68
Pic Description: I''d noticed the free RE RPD breakroom so well ported to XPS by dddkhakha1...
https://www.deviantart.com/dddkhakha1/art/R-P-D-Break-Room-Resident-Evil-2-Remake-960188450
... and wondered if I could coax it into Poser.
Adventures ensued...

First, my XNA Posing Studio 11.8.9 refused to read the ~7 MB XPS file. After puzzling on this for a while, I re-named the ''untitled.xps'' to ''xps.xps''.
Now, it loaded...

From there, via the ''Modify'' menu, I saved it as ~14 MB OBJ+MTL. I used Wordpad to simplify the OBJ''s MTL call from deep, deep into my E: drive to ''local''.

Took several iterations, but I found OBJ imported with ''near enough'' proportions at ~40% of default scale, auto-loaded its nice texture set.

I prefer to light scenes using the set''s own luminaires rather than Poser''s lighting. Some exploration of the OBJ''s 78 materials found that ''Material042'' was the triple light beneath the main room''s ceiling fan, while ''Material039'' and ''Material040'' were the tubes in the bunk-room''s two wall-lights. The latter came with an ''Emission'' map.

First, I tried using Poser''s ''super-ambience'' facility, dialling them beyond 1.000, but had the usual problem of ''Much Too Dull''. This ''super-ambience'' seems to have a limited surface brightness. Looks okay in ''Preview'' but, unless you have a light with a *large* area, barely illuminates surrounds, renders very, very dim.

So, time to fire up the ''Cycles''.
( Apologies if you grok all this ''nodes'' stuff, I had to make and must use a ''recipe'' sheet.)
https://www.deviantart.com/nik-2213/art/Poser-glow-by-Super-Ambient-or-Cycles-Emission-909755263

For each of the three lit materials, Image map connects to Emission node, which connects to Cycles Surface. Found the main room''s comparatively small lights needed Emission strength of 5000, while the smaller bunk-room''s twin tubes needed 1000 each. YMMV...

Camera angles were tricky. I had to use a combination of ''Hither'' to hide walls and very short focal lengths (15~~20mm) to frame scene.

Scene was simply too complex to render using my now-ageing twin graphics cards. Several test-renders using ''CPU-only'' confirmed that I''d get a fair picture, so I queued the scenes to my network-render ''Box''. The bunk-room is Superfly, 128 pixel-samples, progressive, 64 vols+buckets. It rendered during evening while I did ''real-life'' stuff like, um, eat. The bigger, dimmer main room was still too fuzzy with 128, so I set 256 and left ''Box'' rendering overnight. Took just over 15 hours, but now looked good.

FWIW, that''s not an image of bunk-room at back, is all-in-one render...
;-)

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Emiliana
Knitted Whimsy
That RE Break Room...
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Where''s my Quick-Start Guide ??


Comments
Poster Message
 
 03 May 2023 01:10
Wow that is awesome!



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