Rank: Advanced Member
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Posts: 48 Location: karachi Thanks: 2 times Was thanked: 7 time(s) in 5 post(s)
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SYED WAJAHAT ALI
RTG&VSET DESGINER |
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Rank: Administration
Groups: Administrators, Registered
Posts: 163 Location: Delhi Thanks: 3 times Was thanked: 57 time(s) in 43 post(s)
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A very nice use of Bevel and a good example for Depth of Field
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Rank: Advanced Member
Groups: Registered
Posts: 35 Location: istanbul Thanks: 7 times
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Originally Posted by: wajahat Wasp3D Text Very nice...
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Rank: Newbie
Groups: Registered
Posts: 4 Location: london
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WOW!!! is it done in wasp or imported a 3d model...looks amazing like Raytrace...can u tell me how you made in wasp
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Rank: Member
Groups: Adv.Moderators, Administrators, Registered
Posts: 4 Location: Noida
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Fine reflections. A little suggestion, you can use object blending for those flares used.
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Rank: Advanced Member
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Posts: 48 Location: karachi Thanks: 2 times Was thanked: 7 time(s) in 5 post(s)
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Thanxs,
Text was imported through bevel profile. and second one done all in Wasp.
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SYED WAJAHAT ALI
RTG&VSET DESGINER |
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Rank: Advanced Member
Groups: Registered
Posts: 48 Location: karachi Thanks: 2 times Was thanked: 7 time(s) in 5 post(s)
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Originally Posted by: JohnMathew WOW!!! is it done in wasp or imported a 3d model...looks amazing like Raytrace...can u tell me how you made in wasp Hi John, you can achieve this on Wasp3D 2009 or later version. Steps. * Reflection * RenderToTexture * Some smoke Bulred Textures * Material Shadow Casting/recevie |
SYED WAJAHAT ALI
RTG&VSET DESGINER |
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Rank: Administration
Groups: Administrators, Registered
Posts: 163 Location: Delhi Thanks: 3 times Was thanked: 57 time(s) in 43 post(s)
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Wajahat some users are very new and would like if you can give more detail on the creation part.
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Rank: Advanced Member
Groups: Registered
Posts: 48 Location: karachi Thanks: 2 times Was thanked: 7 time(s) in 5 post(s)
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HI,
*Create an sphere and place it as on your requirement. *F6 Go to Texture Pool > and take Snap Shot Texture. *F5 go to material editor > then take standard material then take snap shot on to the material stage 1 change type to referection and set the value as on your requirement. drop down 1 point value of material transparency *Apply material to sphere where you will get the result of referection. *chck the Cast shadow from material param. *chk receive shadow of base material from param. *use bluerd smoke texture to create depth and assign separate material to object. * drag object in to zorder on transparency section if you get problem in transparency control.
rest of adjust the scene on your requirment
Note: Snap Shot feature available in 2009 or later version
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SYED WAJAHAT ALI
RTG&VSET DESGINER |
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