tag:blogger.com,1999:blog-69748509325001496142024-02-19T13:58:56.413+01:00Artlantis TricksLearning and Mastering Abvent Artlantis.Kurthttp://www.blogger.com/profile/03173033978221441841noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-6974850932500149614.post-78152113682921742752007-02-06T15:17:00.000+01:002007-02-06T21:18:14.109+01:00A simple Heliodon setupLet's assume you have a building site and now you want to do some outside rendering. To give it an optimistic, comfortable mood we want a lot of sunlight in our scene. To do so we set the time to July or August. The time of the day will adjust the angle of our light coming into the scene. If you want longer shadows set something in the morning or evening, for shorter shadows we need something at Kurthttp://www.blogger.com/profile/03173033978221441841noreply@blogger.comtag:blogger.com,1999:blog-6974850932500149614.post-74297559382289033622007-02-06T00:28:00.000+01:002007-02-06T14:28:21.595+01:00Texture layer tricksAs you can see in the picture the floor is covered with white and black tiles, but only the black ones reflect their environment. The technique behind this was first explained in detail by Ivan in this thread. In this case the material for the floor has two layers. The lower one has both black and white tiles and the reflection slider far to the right.The top layer is basically the same texture Kurthttp://www.blogger.com/profile/03173033978221441841noreply@blogger.comtag:blogger.com,1999:blog-6974850932500149614.post-62784421327403976022007-02-05T00:05:00.000+01:002007-02-06T14:31:46.592+01:00Water and youThe most ordinary way to create a water surface is the normal shader. Since water has no color you give it the color of your environment and you give it some reflection. A little more complex - and longer to render of course - is the Freznel Water shader, where you can sat a wavy reflection. The problem is that your water surface still is absolutely flat, there are no ripples and waves.As Kurthttp://www.blogger.com/profile/03173033978221441841noreply@blogger.comtag:blogger.com,1999:blog-6974850932500149614.post-11844117640428242022007-02-04T23:23:00.000+01:002007-02-08T15:14:37.990+01:00My Artlantis wishlistThis is a work in progress .. as soon as I come upon something I will add it here.Establishing Artlantis as a presentation tool - When it comes to presentation it always was an architect's dream to take a virtual tour through a building or site. There are applications out there that allow free movement - but only at low visual quality. In my opinion Artlantis should offer an export format where Kurthttp://www.blogger.com/profile/03173033978221441841noreply@blogger.comtag:blogger.com,1999:blog-6974850932500149614.post-36236035095436272842007-02-04T19:25:00.000+01:002007-02-06T17:49:27.605+01:00Using Freznel Water for glassWhat is glass? It has almost no color, it reflects it's environment and it reflects light. That's why I use a very bright blue as the basic glass color (RGB 245, 255, 255) and a tone similar to the sky color for the reflection. The normal shader is fine with most *exterior* rendering setups. The problem is that often glass is not equally thick resulting in a wavy reflection. Because of that I Kurthttp://www.blogger.com/profile/03173033978221441841noreply@blogger.com