Another interior demo
Another interior demo
Hey guys!
I created this interior for a small contest taking place at Niel (Spanish-speaking blender community):
Since everything was textured properly, I decided to give Luke's script, modified by Gandaldf, a try. It worked great! The b3d was created flawlessly! You just then have to lightmap it in Irredit, or Giles, or Deled, and save as b3d again. Then load the new b3d into Irredit, save as .irr, and load it into irrlicht.
A small vid (15 mb, wmv):
http://files.wildspad.com/afecelis/niel ... rlicht.wmv
This might not be a full project, but I wanted to share the good news about the b3d exporter for blender!
regards,
Alvaro
I created this interior for a small contest taking place at Niel (Spanish-speaking blender community):
Since everything was textured properly, I decided to give Luke's script, modified by Gandaldf, a try. It worked great! The b3d was created flawlessly! You just then have to lightmap it in Irredit, or Giles, or Deled, and save as b3d again. Then load the new b3d into Irredit, save as .irr, and load it into irrlicht.
A small vid (15 mb, wmv):
http://files.wildspad.com/afecelis/niel ... rlicht.wmv
This might not be a full project, but I wanted to share the good news about the b3d exporter for blender!
regards,
Alvaro
wow, the room realy looks awsome !!!
at the first sight I thought it was a photo...
at the first sight I thought it was a photo...
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
Thats pretty awesome, are you using the standard Irrlicht normal/parallax mapper? It looks sweet.
(Stick it on the front page!!!)
(Stick it on the front page!!!)
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Sorry to burst your bubble, but the first shot is obviously not rendered in Irrlicht, but using blenders internal renderer or yafray (or are they the same now?)BlindSide wrote:Thats pretty awesome, are you using the standard Irrlicht normal/parallax mapper? It looks sweet.
(Stick it on the front page!!!)
It would be hard to impossible to do this in Irrlicht as it stands.
yeah, hi Afecelis, nice to see you, too !!!
well, than it's crapy...
no, seriously, even than it looks realy nice...
but I think it is rendered with Irrlicht, or did I misunderstand this:
are you sure ???Saturn wrote:Sorry to burst your bubble, but the first shot is obviously not rendered in Irrlicht, but using blenders internal renderer or yafray
well, than it's crapy...
no, seriously, even than it looks realy nice...
but I think it is rendered with Irrlicht, or did I misunderstand this:
afecelis wrote:You just then have to lightmap it in Irredit, or Giles, or Deled, and save as b3d again. Then load the new b3d into Irredit, save as .irr, and load it into irrlicht.
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
Thanks for all the comments guys! Luke, I'm really glad you like it
Guys, I mentioned the 1st image is a render, for a contest. It was completely modeled and textured in blender and renderd in Yaf(a)ray, the new code of yafray.
I know we all wish we could achieve this quality in realtime, heheheh
The real deal starts with the shot in irredit and then the video
Though tweaking light a bit more, and adding a couple of features (guys who use shaders would achieve amazing things on that floor, heheh) the scene can look even better!
What I meant with:
Will try some more stuff on it. Keep'em coming! I hadn't posted anything for more than a year!
regards,
Alvaro
Guys, I mentioned the 1st image is a render, for a contest. It was completely modeled and textured in blender and renderd in Yaf(a)ray, the new code of yafray.
I know we all wish we could achieve this quality in realtime, heheheh
The real deal starts with the shot in irredit and then the video
Though tweaking light a bit more, and adding a couple of features (guys who use shaders would achieve amazing things on that floor, heheh) the scene can look even better!
What I meant with:
Was that I exported the model I used for the render (model+textures) to b3d with Luke's modded script, added lights and lightmapped in Giles and then loaded the b3d into Irredit.You just then have to lightmap it in Irredit, or Giles, or Deled, and save as b3d again. Then load the new b3d into Irredit, save as .irr, and load it into irrlicht.
Will try some more stuff on it. Keep'em coming! I hadn't posted anything for more than a year!
regards,
Alvaro
thanks guys! I'm adding an some new things. Let's see if they materialize as planned.
@ultran00b: keep on working hard. Blender is very versatile and the more you practice the better you get at it. It's amazing for modeling! About the render, yup, I used GI but with direct lighting as render method. The new yaf(a)ray also has Photon Mapping and Path Tracing, which should also be interesting to try Thought they take a bit longer to render.
regards,
Alvaro
@ultran00b: keep on working hard. Blender is very versatile and the more you practice the better you get at it. It's amazing for modeling! About the render, yup, I used GI but with direct lighting as render method. The new yaf(a)ray also has Photon Mapping and Path Tracing, which should also be interesting to try Thought they take a bit longer to render.
regards,
Alvaro
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Hi afecelis! This is a really nice modeling job you've got there.
I think with some tweaking of the surface with shaders it would be possible to have a look very similar to the render you've made in Yaf(A)ray. (UVMapping, NormalMaps, SpecularMaps, reflections maps, etc). But it would mean, programming with shaders, and assigning the shaders to the surfaces. When all you wanted to show is how great the .B3D format work from Blender to IRRlicht.
I'm exporting also my geometry in .B3D from Giles[s]. And it work corrrectly, exept, if I use VertexLighting and import the .B3D as a OCCTREE (Or convert the mesh in OCCTREE).
Anyway, it's really nice.
I think with some tweaking of the surface with shaders it would be possible to have a look very similar to the render you've made in Yaf(A)ray. (UVMapping, NormalMaps, SpecularMaps, reflections maps, etc). But it would mean, programming with shaders, and assigning the shaders to the surfaces. When all you wanted to show is how great the .B3D format work from Blender to IRRlicht.
I'm exporting also my geometry in .B3D from Giles[s]. And it work corrrectly, exept, if I use VertexLighting and import the .B3D as a OCCTREE (Or convert the mesh in OCCTREE).
Anyway, it's really nice.
Hi Christian! Thanks for the comments Some shader stuff would really be cool to use. I just wish it were already implemented via Irredit
I also use Giles for lightmapping and still don't get that part of having your textures in the "vertex lighting" group or in the "lightmap group". Giles automatically assigns some to one or the other. How does it work? What's the difference between having your level lightmapped as "vertex lighting" or "lightmaps". I usually go for the simplest approach and place my lights and lightmap my level with the textures-meshes assigned to wherever Giles placed them by default, but I'm sure it greatly affects the quality of your lightmaps. Carpman wrote some amazing tuts dealing with all those topics here:
http://frecle.net/forum/viewtopic.php?t=665
Still gotta find time to read them in detail
And yup, I also have issues when importing the scene into Irredit/Irrlicht. What's your experience with seting it as OctTree?
Hey Midnight! I've always liked your comments. Always something to learn from them. Rendering is all about that, learning from sharp eyes like yours. Nice to see you again.
I also use Giles for lightmapping and still don't get that part of having your textures in the "vertex lighting" group or in the "lightmap group". Giles automatically assigns some to one or the other. How does it work? What's the difference between having your level lightmapped as "vertex lighting" or "lightmaps". I usually go for the simplest approach and place my lights and lightmap my level with the textures-meshes assigned to wherever Giles placed them by default, but I'm sure it greatly affects the quality of your lightmaps. Carpman wrote some amazing tuts dealing with all those topics here:
http://frecle.net/forum/viewtopic.php?t=665
Still gotta find time to read them in detail
And yup, I also have issues when importing the scene into Irredit/Irrlicht. What's your experience with seting it as OctTree?
Hey Midnight! I've always liked your comments. Always something to learn from them. Rendering is all about that, learning from sharp eyes like yours. Nice to see you again.
Looks very realistic to me. The only thing that sticks out to me is the one curtain on the right being all the way down while the rest are up.
You should add some personality to it. Messy bed-spread. Overfilled trash can of Mountain Dew and Ramen Noodle cups. Socks, Underwear and other clothing items flung over the chair. Dust bunnies and other treasures swiped under the bed.
You should add some personality to it. Messy bed-spread. Overfilled trash can of Mountain Dew and Ramen Noodle cups. Socks, Underwear and other clothing items flung over the chair. Dust bunnies and other treasures swiped under the bed.