TS renderer good for Machinima?

Kre8or
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TS renderer good for Machinima?

Post by Kre8or »

Hi,

Does TS render like a game engine? I need the look of a game engine for my project and wasn't sure. I tried to put my textures on my model but for some reason, even though the native textures(in TS) will, the model textures I painted in 3dcoat wouldn't apply to the .obj file after import.

The other weird thing is the .3ds file I tried would load with a texture, in the correct way, but was blurry(looked low rez.) I took it into blender and it was fine though.

Anyway, if the render isn't like a game engine it doesn't matter much. If it is ....is there special settings to change or do I just render to file?

Thanks a ton. :D
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Draise
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Re: TS renderer good for Machinima?

Post by Draise »

I like using TS for some realtime feedback and making good gameengine-isc animations and machinima like animations.

For example, this was done in TS rendering 3K images ever couple of seconds, then I used compositing in Blender to get a good bloom, colour balance, and DOF. I also used Avisynth and VirtualDub for motionblur. I also used Faststone Image Resizer to resize the 3K images into 720p for the internet, but with good antialiasing. All free software.



Unfortunately you will have to retexture almost everything imported with the directX 9 shaders in the LE in WS to use everything well. Also in the display setting under File, you will probably have to either increase your settings. In the Settings tab in the library browser, you can also up the Bloom and Supersampling settings to get a nice feel.

So......

The workflow is:

Model, texture and UV then export from your software you like.
Export the Diffuse map, specular map, ambient map, AO map, Normal map, etc. These will be necesarry for the DirectX9 shaders.
Import into trueSpace.
Apply DirectX shaders in the LE (node editor) or with the material manager in the Workspace Side.
Make sure you have all the maps ready, and then apply the shaders.
Paint your objects or geometry again.
*You may have to invert UV's sometimes in TS.

Once you have that sorted, play with your lights, shadows, bloom, supersampling. Then open another window with the dimentions you want, Render to File with the settings you want, and you are set. Export your image sequence.

Using VirtualDub, you can convert the image sequence into an AVI or any file format you need. You may export as video files also actually.

Just let me know if you need a shader or something, I have a large collection, including a good plugin to help with export dimentions and settings (and resizing to get better AA, like x2 AA with a x2 resized image)

Enjoy.
Kre8or
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Re: TS renderer good for Machinima?

Post by Kre8or »

Thanks so much, and great work on your project. It looks really kool. :D

When I changed the settings for the size of the texture, before I imported the 3ds file, it fixed the texture on the model.

EDIT: I figured out how to fix/edit the texture in TS. :)

Is it easy to use the TS Real Time renderer? Is it the same as rendering to file? The DX9 Renderer is the one like a game engine right? Is that the one that is default or do I change to it?
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Draise
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Re: TS renderer good for Machinima?

Post by Draise »

Hi there! Sorry for the late response, had a long day.

The realtime render engine is the directX 9 engine, the one and the same. The shaders also are the same.

So when you render to file, WYSIWYG will be rendered to file.

So I guess you can say the game engine is default on the WS of trueSpace.

Now you can play with the lights and shaders and normal maps and stuff, etc, even do some animations. Do bear in mind that the more lights you have and the more geometry you have, the lower framerates you'll get. Also, subdivision will affect things a lot, also 4K images or higher.

But if works well for a nice game engine with 3D modeling and animation, though it would be great to have another stabler DirectX 11 engine one of these days with trueSpace features. I have a contact somewhere who made a W8 touch friendly direct X 11 modeller software, but it's not released yet......


D3D material 2.zip
(247.71 KiB) Downloaded 245 times
I have attached a D3D shader based off Augustos multipurpose shader. It has images, dual normal map and reflective and specular properties and transparency properties that will do things as you need for practically any shader, if you need some other lambert or blinn or a fusion of blinn+phong others, I think I can get them to you also.

I also have some good foilage and translucent shaders out there.

Also, if you have a good graphics card, you should totally check out mt AO or IBL light rigs out there in the forums. Here and Here

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