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Post Your Renders - #5: Yet More Hope
Posted: 14 February 2014 05:13 AM   [ Ignore ]   [ # 1096 ]
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there is no water on Mars

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Posted: 14 February 2014 08:39 AM   [ Ignore ]   [ # 1097 ]
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less air density here, the first with clouds the second with ambient set to sky: 3-4 min/frame resolution 3K
EP actually in my scene there is only a distant, a spot - mainly for post effects - and a anything glow light for the inner emitting plane which casts fake reflected light. Then a participating medium - a volumetric hemispherical cloud dome - which allows to filter the albedo on reflecting surfaces and participates to sky light enhancing the sky color just like the actual air does.
Finally I use ambient brightness as diafraghm, occlusion radius as shutter and AO intensity as ISO sensitivity (3d evangelists don’t kick me) cheese
Doing so it’s easy for me to set up a likely lighting for each situation, the photorealistic result is up to you

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Posted: 15 February 2014 03:30 AM   [ Ignore ]   [ # 1098 ]
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another quick try (sorry for that rolleyes ) just to add something for those interested.
same scene without and with a spot light: you may notice how it ‘washes’ shadows a bit and enlighten in a different - and more realistic - way some parts of the scene (look the vertical walls under the porch). the vaults are lit thanks to an emitting plane, while the cloud dome participates to the general lighting (the blue-gray effect on the walls); this may result important to take control over the skin lighting as well.

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Posted: 15 February 2014 05:21 AM   [ Ignore ]   [ # 1099 ]
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magaremoto - 15 February 2014 03:30 AM

another quick try (sorry for that rolleyes ) just to add something for those interested.
same scene without and with a spot light: you may notice how it ‘washes’ shadows a bit and enlighten in a different - and more realistic - way some parts of the scene (look the vertical walls under the porch). the vaults are lit thanks to an emitting plane, while the cloud dome participates to the general lighting (the blue-gray effect on the walls); this may result important to take control over the skin lighting as well.

Hi Magaremoto,
It’s very inspiring. Thanks for sharing.
I will certainly use it (or at least what I’m able to grin  )

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Posted: 15 February 2014 08:30 AM   [ Ignore ]   [ # 1100 ]
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Philemo - 15 February 2014 05:21 AM
magaremoto - 15 February 2014 03:30 AM

another quick try (sorry for that rolleyes ) just to add something for those interested.
same scene without and with a spot light: you may notice how it ‘washes’ shadows a bit and enlighten in a different - and more realistic - way some parts of the scene (look the vertical walls under the porch). the vaults are lit thanks to an emitting plane, while the cloud dome participates to the general lighting (the blue-gray effect on the walls); this may result important to take control over the skin lighting as well.

Hi Magaremoto,
It’s very inspiring. Thanks for sharing.
I will certainly use it (or at least what I’m able to grin  )

Hi Philemo, my pleasure
this method isn’t as realistic as physically based renderers’ but I find it easy and funny and gets decent results even in presence of high brightness

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Posted: 15 February 2014 08:16 PM   [ Ignore ]   [ # 1101 ]
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Some good work being posted..

I’m working on some renders for the yearly Emperor Ken’s render challenge over at Hivewire..

a bit of work needs doing getting the birds to work in Carrara which is enjoyable in itself..

Here are a couple I have done but not entering as I’m not happy with them as an entry.. working on another one at the moment.

Entry is limited to one render as well so I have to be happy with it and it must pass the wife’s judging as well lol which is the hardest part!

Waving the Carrara flag wink

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Posted: 16 February 2014 03:08 AM   [ Ignore ]   [ # 1102 ]
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magaremoto - 15 February 2014 08:30 AM

Hi Philemo, my pleasure
this method isn’t as realistic as physically based renderers’ but I find it easy and funny and gets decent results even in presence of high brightness

I agree with the result. I often use AO based lighting and I’m usually happy with it (good results for a decent render time).
What is easy for you and maybe not for the rest of us is the way you setup the other lights and your volumetric dome. If you could explain a bit more about that dome, I would be most grateful.

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Posted: 16 February 2014 06:58 AM   [ Ignore ]   [ # 1103 ]
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Philemo - 16 February 2014 03:08 AM
magaremoto - 15 February 2014 08:30 AM

Hi Philemo, my pleasure
this method isn’t as realistic as physically based renderers’ but I find it easy and funny and gets decent results even in presence of high brightness

I agree with the result. I often use AO based lighting and I’m usually happy with it (good results for a decent render time).
What is easy for you and maybe not for the rest of us is the way you setup the other lights and your volumetric dome. If you could explain a bit more about that dome, I would be most grateful.

I was curious about that myself. I’m not even quite sure what a volumetric dome is, to be quite honest. At first I was assuming it was an hdr in the scene’s background in conjunction with the Realistic sky. I didn’t think it was a literal dome as I don’t think Carrara can do volumetric geometry without the aid of a plugin such as Primovol, and I’m not sure that really counts either.

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Posted: 16 February 2014 07:01 AM   [ Ignore ]   [ # 1104 ]
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Stezza - 15 February 2014 08:16 PM

Some good work being posted..

I’m working on some renders for the yearly Emperor Ken’s render challenge over at Hivewire..

a bit of work needs doing getting the birds to work in Carrara which is enjoyable in itself..

Here are a couple I have done but not entering as I’m not happy with them as an entry.. working on another one at the moment.

Entry is limited to one render as well so I have to be happy with it and it must pass the wife’s judging as well lol which is the hardest part!

Waving the Carrara flag wink

Nice work Stezza. I like the sunset picture for the dramatic lighting. There’s something with the foreground birds that doesn’t look quite right. Maybe it’s the postwork or the fill lighting?

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Posted: 16 February 2014 04:56 PM   [ Ignore ]   [ # 1105 ]
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thx EP.. yep I really struggled with the lighting of that scene… that’s why I scrapped it.. the lighting for the second one I also struggled..

something about birds and lighting I think!

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Posted: 17 February 2014 02:20 AM   [ Ignore ]   [ # 1106 ]
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allright, here is a screenshot of my volumetric cloud dome; some info:
1 add sky light, not necessary, to be used to increase sligthly the GI
2 participate in GI, it works jointly with sky (or realistic sky and bigradient background) to enhance the sky light GI.  I consider sky and dome as a diffuse coloured emitter
3 perlin, the only type which works significantly
4 density, the more the density the more the effect on GI, range between 10 and 80 to simulate more haze in the distance
5 brightness, the more the value the more the effect but also alters the sky color towards green

if you move the dome up or down, closer or further, the density will change (and so the haze perceived)

A couple of issues when you don’t use IL; carrara doesn’t handle with ease alpha maps (example 1) and huge maps at high resolution (2560 px and more - example 2)

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Posted: 17 February 2014 02:30 AM   [ Ignore ]   [ # 1107 ]
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magaremoto - 17 February 2014 02:20 AM

allright, here is a screenshot of my volumetric cloud dome; some info:
1 add sky light, not necessary, to be used to increase sligthly the GI
2 participate in GI, it works jointly with sky (or realistic sky and bigradient background) to enhance the sky light GI.  I consider sky and dome as a diffuse coloured emitter
3 perlin, the only type which works significantly
4 density, the more the density the more the effect on GI, range between 10 and 80 to simulate more haze in the distance
5 brightness, the more the value the more the effect but also alters the sky color towards green

if you move the dome up or down, closer or further, the density will change (and so the haze perceived)

A couple of issues when you don’t use IL; carrara doesn’t handle with ease alpha maps (example 1) and huge maps at high resolution (2560 px and more - example 2)

I haven’t thought of using a volumetric cloud. Neat Idea, I’ll try it.
Thank you very much for the hint.

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Posted: 17 February 2014 05:12 AM   [ Ignore ]   [ # 1108 ]
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I would start with ambient set to 50 and more and act on AO radius to see the behaviour with shadows (like a shadow cast by a car upon the ground), then tune up the AO intensity. Don’t forget a soft spot light to warm the color temperature and soften the shadows as you can see below. A new sky lighting model based on AO would be great imo

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Posted: 17 February 2014 06:26 AM   [ Ignore ]   [ # 1109 ]
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magaremoto,
                  Very interesting posts and renders here. They clearly show with a little imagination and experimentation Carrara renderer can produce some very nice results. Often time , I think we all see other renderers and think wow—-that’s a lot better than I get with Carrara but often times one overlooks if one has really pushed deeply into what Carrara renderer can do.
                    I think your posts here demonstrate alot of this.
                    Thanks for sharing and experimenting .....it takes a lot of effort and time to explore renderers deeply and I am sure others here appreciate your efforts.

Rich

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Posted: 17 February 2014 10:26 AM   [ Ignore ]   [ # 1110 ]
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Rich Gelles - 17 February 2014 06:26 AM

magaremoto,
                  Very interesting posts and renders here. They clearly show with a little imagination and experimentation Carrara renderer can produce some very nice results. Often time , I think we all see other renderers and think wow—-that’s a lot better than I get with Carrara but often times one overlooks if one has really pushed deeply into what Carrara renderer can do.
                    I think your posts here demonstrate alot of this.
                    Thanks for sharing and experimenting .....it takes a lot of effort and time to explore renderers deeply and I am sure others here appreciate your efforts.

Rich

thank you Rich I greatly appreciated your post, actually lighting TD and pipeline consultant were my specifical tasks in the past years so I find it natural experimenting new ways to improve the workflow and get good quality content in short timing.
Turning back to carrara,  I dislike shaders data base and mimic; no way to pull out something realistic by them

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