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- You can only have one RT camera per shot.
- The RT camera has to be in the same shot as where you want to use it.
- RT cameras don't support ambient occlusion (not related to your post, but it is noteworthy).
- RT cameras are baked onto an "_rt_camera" texture or something, which anything (models, map brushes, lights, particles, etcetera) can use.
So if all the small screens need snow effect and the big one has to display a message with a blinking cursor at the end, would the best thing to use be something like this?
https://www.youtube.com/watch?v=HPHk-5t50Cc
The answer to 2nd: yes
The answer to 3rd: nope. But no one has made any yet it seems.
So this means I'll have to make snow videos in vegas (and the animated cursor + text) and export them as two textures for use with gobos. This shouldn't be too difficult. The difficult part will fall on the one who will have to put a bunch of lights to fill those screens though... I wish I could avoid that, but I fail at texturing objects.
http://www.teamfortress.com/tf01_ring_of_fired/#f=28
Vegas seems to be pretty crap at making good static, it just adds vertical bands to it and looks overall messy. http://i.imgur.com/XJcQiMw.jpg
I'll have to find stock footage of static somewhere. Or record some if I can get one of my tvs to show static instead of black/blue.
Yes, that was the effect I was looking for! Thank you! Now all I have to do is find a blueish-white place to record this over, and then it should be good to go as texture.
I have no idea what half of what you said is. As a result, I understood to put a rectangle or something over the screens of the TVs and set the pgrain as a texture with overlay materials (but it will not look too good because the corners of the screens are round, and I don't even know if I could use it that way)
Here's pretty much how I'd want to use these screens, except in my case it would be just static and the middle one with text. I think in this case some green screens were used (and post-processing) since the camera does not change angles, but in my case the camera will definitely be changing angles.
https://youtu.be/VD6AM-9-eFQ?t=1m52s
But the idea is to fill those tubes as well as possible with light gobos, because I'm not sure if I could somehow compress several animated textures and place them over the screen banks' texture. It would require cutting the corners of each video and it would also require overexposure of each video, since the banks will be colored much darker in SFM.
and... you could perhaps make/rebake the whole box or just the screen portions to use a solid but translucent material to not cast shadows and put a light behind it to cast some animated screen light into the room. you can still use the trick with the blind using alphatest stencil material to shade the light cast with more randomness or put the screen stencil self on it. you could also make the monitors $nocull so you could shoot them with a monitor camera from backwards thru the box. you gotta set that up whatever and how you wanna record thru that box. you gotta make alphatest materials for the screens too to not block light itself. so effectively that way you'd record and project all the screen's colors if you'd put the _rt_camera into the lightgobo. i did that already. the "holo" trick http://steamcommunity.com/sharedfiles/filedetails/?id=426822893. might be a lil tricky to spread that light. but i'm sure you'll find a correct frustum for all the parts to look good. :)
1 - I fail at texturing, in spite of working in Maya for several years, and as far as I know it only supports GIFs, as I once made something like that for school. I have nearly zero experience with Blender, so I don't know if I can put animated textures over them in Blender.
2 - I have to give the task of rendering/scene building this part to another group member, and I don't want to make it too complicated for him.
EDIT: Hmm, seems like VTFedit also will turn the sequences into GIF-like stuff. I hope it can hold the quality (even though it will be just snow).
Can Blender import mdl stuff? Or do I have to convert them to blender-supported formats?