xship ( blenderman and bmrt )

this is the latest render of my xship ( working title wink)

http://30bentham.homelinux.org/pictures/default00001.jpg

ive used wings, blender and bmrt 2.6 ( with blender man beta )

i plan to try using the city generator script ( or is it beast now? ) to add some futuristic buildings. eventually it will be animated.

i have used this ship for several test renders with yafray, aqsis, bmrt, 3delight with wings,blender and k3d. you can see all the renders and some notes at http://30bentham.homelinux.org

the only problem i have at the moment is that i often use materials set per face instead of object from wings and as blenderman doesnt support this i have to export everything as seperate objects. ( not good for buildings with windows im thinking )

does anyone have a soloution to this? i can see the following soloutions:
1- fix blenderman ( k3d imports obj’s with materials on faces so it must be possible )
2- fix the obj importer so seperates the object for me.
3- find a wings importer for blender ( i know about IO_suite but i cannot get this to work )

anyway c & c on the ship/render etc please ( is the ship too shiny remembering that the background will be cityscape ? )

Dude, that is an amazing model. It makes me think of a post [original trilogy] Star Wars X-wing. Kind of like an evolution of power, speed, agility, and weaponry. I like. Sorry that i cant help you with the texturing problem, but i hope that you get to do everything that you want to do with this project. Cant wait to see completely finished model in all its glory.
:smiley: :smiley:

MUCH too reflective (disables full appreciation of model), the blocks just make the image too confusing (reflections), very harsh lighting, not much material/texture work, and it seems the mesh still needs more details - although i might be wrong, cant really see.

thats it! :smiley:

It’s very reminiscent of the Descent ship. Also I love your clever little way of giving us more viewing angles with the reflective boxes. Definitely think that a ship like this would not be as reflective as it is though. It should be grungy and battle worn.

im really having troubles with the shaders. can anyone help me out?

also could anyone tell me how to make a panel displacement shader? that would be so cool.

im also having trouble with the city generator. all the buildings keep changing size when i import them to bbs files. i think i need to make them all smaller to begin with.

been looking at the tkmatman code with the idea of adding attributes to blenderman for the custom shaders. that i can do - learning how to use the shaders is more complimicated :wink:

I don’t know how K-3D copes with this problem, but exporting from a per-face material environment (Blender) to a per-object material environment (RenderMan) is not a trivial thing to do. There are several approaches one could take: splitting the object into several objects, passing all shader parameters per vertex, not per object, etc., but they all have their pitfalls and implementation problems.

Unfortunately, having single material objects is the only way to go with BlenderMan for now.

Goran

well - at the moment i am about to try the with the bulidings again.

i am not having much luck with renderman shaders. i have got a displacement map working in tkmatman but it doesnt look right on the ship.

i cant seem to do anything better than matte

still - i have learnt much about the blenderman script and having around in rib files.

lets hope scaling all the buildings down makes them work…