Roman Theatre in Cartagena (Spain) Work in progress
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Ah, thanks.
Interesting site. A lot of great stuff there, too.I was kind of "hoping" to find some people I know (I know that a lot of German institutes are involved with Roman archaeology and epigraphy in Spain - like the Heidelberg University where one of my profesors used to teach too, now he's "just" a "professor emeritus" for he retired).
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I am just an engineer, not archeologist. So I can't help you
On the other hand, the more I read about your job, the more I understand that my idea of a modern archeologist is turning more and more technical. You need to know about topography, geophysics, GIS, CAD... Is like if you were turning more like a Mining Engineer.
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Yes, that's true.
Especially now as "non-destructive" research methods are more and more popular - what's more, the Heritage Office does not even let us dig unless it's really necessary.So we use ground radars (that we borrow from geophysisists), we learn to fly small aeroplanes to take aerial photos and use all these softwares not only for reconstruction purposes but also as a kind of research tools.
Then on the other hand you still need to get in personal, physical touch with the material you are working with. Touching an inscripted stone, maybe smelling it... or dealing with thousands of fragmanted pieces of pottery by hand sometimes is even more important than to watching beautiful ideas and reconstructions.
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Some work in the summa cavea:
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Pichuneke,
Are the colours in your model intentional?
If not, you are having a lot of back sides of faces showing. It is not a great issue in SketchUp, but sooner or later you will want to render your model in an external application, and they will cause all kinds of problems, especially with materials.
You can use the Reverse Faces and Orient Faces commands in the right-click menu to do the corrections.
Happy Sketchupping,
Anssi
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The textures are not definitive. In fact I hope to work in a more worked ones.
But the colours are intentional. Forgive my limited english vocabulary, but the yellow stone is made from "sand stone", and the grey - blue from limestone. But the colours are intentional.
And yes, I have rendered it in Kerkythea before. As I am a newbie (doing a thing very complex, but this is my first serious project), when I see in the rendered image something wrong, I check the properties of the face and fix the mistakes.
That's what I have done until now. And not, I don't know what those commands are. In fact I didn't want to see the texture stuff until the model is finished.
This evening I have been working with gimp and a wall of yellow stone. I will make it tileable, but at this moment it requires a lot of clone tool.
And thanks Anssi, for your interest.
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¿How do I fix this Disaster?
Yes, I know that there are reversed faces. But look, these "ghost lights"...
I made it under Kerkythea, perhaps I should ask this in Kerkythea forums. I believe that there are not "holes" in the model... I don't know what to do
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What lights did you apply at all?
(in Kerky, back faces cannot get any material except for thin glass) -
I didnt' modify anything in kerkythea, I am a newbie with that program.
So it's an isue with kerkythea, Am I right?
Respect to orient/reversed faces, I suposse I must modify every single surface and give it a texture. I'll do it when I finish.
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Better earlier than later I think. The more you have the more you'll need to reverse!
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I am examining it, and I see that al the component has a texture, not "A face, a texture". Or something like that.
Must I begin to define every single face?
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Go to monochrome rendering mode to see whether you have front or back faces.
If they are components, even better; enter a component's context, select all the back faces and reverse them. All other instances will change along. Now use the material (again, on the front face) to paint it.It does not matter whether you apply a material / texture on a back face; back faces are not good either way.
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I oriented the faces in the inma cavea, (the blue area) and the problem persists:
I suposse it's a problem of materials in Kerkythea... I don't know
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Pichu...
which render preset are u using??? try to use Photonmap medium + aa 0.3 preset.
lower presets can cause light leaks like the ones u showed here...
also try using the path tracing progressive preset if ur using just the physical sky.. takes longer time to render though.. i would suggest it only for the final images. -
My settings:
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i assume u havnt made any changes in the materials???
i guess u better post this in the KT forum.... -
Yes, I didn't make any changes to materials. I have no idea about this
I am looking for a solution in Google. As my english and knowledge are limited, I didn't know that the key word was "light leak". If I can't find anything, I will post my problem in Kerkythea Forums.
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Now I know that is a bug, but is not my fault. The light leaks appear under Photon Map mode, not with the others.
The images below show you what I say, under different presets.
PHOTON MAP FINE + AA 0.3
PHOTON MAP FINE + CAUSTICS + AA 0.3
RAY TRACING HIGH + AA 0.3
PATH TRACING HIGH + AA 0.3
After doing a quick test, Metropolis Light Transport seems to work well, too.
So now I am not nervous, and I know that I can continue with my work. I was doing it well.
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I have tried to start a chorintian capital, that's what I have done untill now:
I used a photo of a capital (Gaeius, you know what I am talking about ).
I drew the figure over a photograph, and then I did something like a tutorial I can't find now, I used intersections to make it. And then I adjusted it manually.
The size now is 147 kb, but the photo is 55 ,kb. I believe I can use 500 kb for the entire capital.
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This is the actual situation of the capital:
about 230 kb
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