I've read several of the forums here on Radiosity Island, and I've learned quite a bit in the last few days. I understand that Yves is the undeclared God of radiosity, and I also know that Yves is a veggie cuisine. Though he reminds me most of my High School Programming teacher who worked on flight patterns for Intercontinental Ballistic Missiles during the Cold War using assembly. You've got quite a history. How did you ever end up in animation master?
Anyway... I've decided that I want to do my own project so I'm going to build the Parthenon. And for those of you who aren't familiar with classical greek architecture, it's the image at the bottom of this post. I want to get it to that detailed, and I'm quite certain that it will take a long time to do so. If you guys know any nifty tricks that can speed up the render but not dramatically decrease the quality of this when it's rendered, please let me know.
I've got a column built already, but it's well over 2000 patches in itself. I want to build a displacement texture that will get the general form down correctly, as well as add a normal map for added detail as well as too scatter light. Does anyone here know if there is a normal map creator in hash? I know that I can always turn on fog and make the start of the fog at the very nearest point of the object, and the end of the fog at the back of the object, and set ambience to full and render that for a displacement map. However, there is usually an 8% error in this process of converting it into a normal map with Adobe Photoshop plug-ins; one of the reasons why I wanted to know if Hash supported that feature. The other issue is blending them together. If and when I find a way to obtain a normal map the question is, is there away to mix them with the displacement map to make the object appear more realistic?
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Off the topic a little, does your guy's versions of animation master crash a lot?
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The Parthenon
