1
Gallery / Re: Hotel Room
« on: 2014-10-03, 14:40:26 »
Renders are very fine. Layout is unpractical. Unless this is intentional or requested by owner I'll say its WIP :)
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
ok, then it is probably working correctly - the object types are generated randomly - so the real percentages are also random. If you would change seed, you would get on average your input value, but values with different seeds can slightly differ. It is done this way because it is simpler, and most times, the exact percentage cannot be achieved (e.g. if you would have 30.5% of one objects)
hi guys ....
this is my last project (test)
...
ehm, that is already implemented...
It does, but it is not very precise. I do not know is it because of the way random algorithms are designed or something else. Try following numbers for instance:
scatter count: 10
box frequency: 0.3
sphere frequency: 0.2
cylinder frequency: 0.5
Above should you give results as follows: 10 objects scattered across surface of your choice, 3x boxes, 2x spheres and 5x cylinders. You will be surprised that numbers does not matched up. Checked on both, Halton and Congruent.
What would happen if you choose count: 1000 instead of 10?
hi..how you did wet road material in 3rd image.
My gues it is reflection map.
Hi...reflection map is not giving wet look.