The scene looks good, Dave, very good. The shadows of the clouds over the landscape is a nice touch. The scale looks about right, but I feel that you are using too much haze to compensate for the dark underbelly of the clouds instead of offsetting this with ambient within the material. They appear to be too high contrast in comparison with the ground. Generally, to be realistic, clouds are rather grey things and darker tones will be found on the ground. In your examples the clouds at their darkest are almost as dark as their shadows and the dark patches of trees - which look excellent incidentally. My advice, if you want it, is to reduce the haze and make the clouds more delicate. I’d be happy to tinker with them for you if you wanted. As per usual though, your work is pleasing to the eye.
Thanks David, I may do that.
When I add ambient, the edges of the clouds are losing all definition, same with reducing the haze.
Have played around with this all day and not got anywhere with it yet.
I could cheat and make the scene a lot smaller so the haze isn’t affecting the scenery so much I suppose, but having got the clouds and their shadows about right, I’d then have to alter the cloud material too to try and get something similar in scale.
Am putting it to one side now and I’ll try to get back to it sometime this coming week.
Ah! Thank you! You pointed out those very plastic looking leaves. I guessed at glossy leaves for a rain forest foliage, those were kind of philodendron-y, but they looked worse when I tried to use a bump on them for the veins. The material is not a solid green but it appears that way on each leaf for this render. I did not even think to let them be translucent. Thank you for the links to Rashad’s tips for leaves and templates. I’m going to try his suggestions. The Bryce trees are very challenging.
It started with the texture of the wall. Then I thought a single wall is a bit boring and added the archway and the yard. Afterwards I changed the light to an evening mood and added the trees, of which you can hardly see anything, except the shadows. And in the end I added the thoughtful young man. Et voila suddenly I got an medieval scene (kind of).
Electro-elvis, the wall looks excellent, like Horo too like the long shadows, the work well with the scene and in particular the bump along the ground. The lighting in general is also excellent. All very good.
Pam, you are an indefatigable render machine! This particular range of material effects came about - if it is the ones I’m thinking of - due to a lack of render power and needing to make up for not being able to have a large number of light-sources in scenes. The broad specular highlight combined with the bumpy finish helps “describe” complex geometries - reminding me somewhat of wet clay. Looking good on your Kirin - but I am unconvinced of his fiercesomeness.
Jamie, good contrast and colours, a nice if simple render.
Here, for a bit of fun I, since I’ve been doing some tests on volumetric light capture. I took a little sinwave pattern from genetica, spherically mapped it around a couple of light sources and put those inside a hollow volumetric fog. I then spherically mapped the inside of this fog.
I don’t know what I’m going to do with the spherical map, I think I like it as it is.