How this works
- Find a view and line it up the way you would like it rendered (may require pillaring with dirt to get the angle right)
- For each view you'd like rendered, capture two screenshots (please don't move):
- Press F1 to hide on-screen information, then press F2 to screenshot the view
- Press F1 to show on-screen information, press F3, then F2 for another screenshot
- E-mail the files to me, with a description of your intent for the image. Example descriptions:
- Dark and moody, low light, focus on the foreground
- Green fog, medium brightness, focus on the center of the image, 3840 x 1200 (for dual-monitors)
- Evening sun, long shadows, dim torches, focus on the pillar in the rear of the scene
- Use Texture/resource pack "X", available at http://www.example.com
- "I don't want this image to go in the gallery"
Some things to keep in mind and tips
- There are no animals or players and signs are blank - Chunky can't render these at present
- Picture frames are ok
- For images with non-standard sizes or aspect ratios, screencap the view in that size or aspect (example: 1200x1200)
- You can adjust the FOV/zoom in-game via the Options menu - if the screencap isn't using the default of 70, I need to know!
- I can very crudely chop out structures from the surrounding area
- I can also chop off terrain below a certain height - see _tymesink's skycastle as an example
- Some structures, like the Great Glass Sphere, are very difficult to compose - not all will work
- Indoor / subterranean renders completely blocked from skylight are grainer by default
- Eliminating graininess requires longer render times; underground scenes may = double the time
Renders can take a long time: easily 24 hours for high quality, high-resolution (1920 x 1200 or larger). Before I start on large or full-size renders, I'll send you a quarter-size version to see how you like it. This will save a lot of time if you don't care for the composition. Once the final composition is agreed upon, I'll start the render and notify you of the estimated completion time.
Grain: if your scene is still too grainy, you don't have to start over from scratch on render time, just tell me you'd like to try to reduce the graininess further and I simply start it again with an increased render target. Note: for significant grain reduction you may still face a lot of extra render time.
Picking up your developed goods
Unless you request otherwise, I'll post the image in the Render Gallery and e-mail you the link. I'll also work on linking the image to the real-time dynamic map, so you can click on the icon and have it present in a window.