Fri, May 17, 6:27 AM CDT

Z'hadun

Lightwave (none) posted on Jun 20, 2001
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Description


Angel of death. The whitestar is a particle emitter. The particles are emitted from the object normals with axcelleration on the Y axis. Hypervoxels were used to surface the particles. Then the model was moved in down on the Y axis into the position seen on the render. The rest of the elements were positions and do not move between frames. Motion, vector and particle blur was then applied to get the streaking effect. No post was used to get the effect. Terragen was used to create the cave ceiling, saved as a LWO object and textured in LW.

Comments (5)


brzilian

8:22AM | Wed, 20 June 2001

Very nice! Is it a coincidence that this episode was just on Sci-Fi last week? ;-) You plan to do the dome like they it was the show (geodesic dome look)? My only suggestion would be to do something about the lighting in the cave. Not quite dramatic as it should be, maybe lower the levels and get some more shadows going (no pun intended).

trogboy

12:34PM | Wed, 20 June 2001

what is this of? i dont have the sci fi channel

)

Fillingim

7:31PM | Wed, 20 June 2001

Neat! I saw that episode and I thought the scene where the White Star burst through into the Shadows Lair was filmed correctly but not on the screen long enough!!!

)

FALCON2

1:57AM | Fri, 22 June 2001

Beautiful! Is there a way to add harder edges to the glass? That could improve things. And as opposed to lowering the lights, try using spots with overlapping areas of illumination and deep shadows. Still a very cool image.

pnevai

3:49AM | Sat, 23 June 2001

Ahh the glass, I suppose that was one of the main reasons that in the TV scene the dome glass is almost opaque. The animators textured it a frosty white. It shows up much better and looks more realistic. Part of this image was to try to make realistic glass. SO I went with a transparent glass rather than the origional frosted. It was also a excersize in replication the fiery streaks without resorting to post. I skimped for the lighting. One of the things that nagged me in the TV episode was how evenly lit the interior of a huge cave was. I admit the lighting is too bright and even. Even by the episodes standard. But it was getting late and I had messed with the scene enough at that point. THe scene is lit using one distant light set to 60% with no ambient. Some thing I'll have to knock back in later iterations.


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