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General => Image Sharing => Topic started by: yossam on June 25, 2016, 11:23:45 AM

Title: The last watering hole
Post by: yossam on June 25, 2016, 11:23:45 AM
Too light for night, too dark for daytime...................time to drink.  ;D
Title: Re: The last watering hole
Post by: mhaze on June 25, 2016, 11:38:04 AM
Nice idea! interesting pov.  My only comment would be to try and get the light glow to light up the surrounding areas.
Title: Re: The last watering hole
Post by: Mr_Lamppost on June 25, 2016, 07:03:18 PM
Quote from: yossam on June 25, 2016, 11:23:45 AM
Too light for night, too dark for daytime...................time to drink.  ;D

I like the mood and composition. Trouble is it looks like the pub is closed  :(

Overall the tone gives the impression of dusk on a miserable day.  Maybe adjust the cloud cover so there are no gaps and use a large sun size to give very soft shadows to enhance that effect.  As mentioned getting the lamps to cast light would be nice.

Also some light in the windows might give us at least the hope of a drink  ;)
Title: Re: The last watering hole
Post by: DocCharly65 on June 26, 2016, 11:00:19 AM
I like your creations more and more. Hope there will really be a little book one day  :)
Title: Re: The last watering hole
Post by: yossam on June 26, 2016, 04:19:06 PM
Tired of fooling with this..............with low res renders the light from the lamps is doing what I want. With hi res the damn light is nowhere to be seen. Be happy with what I got out of this render, it is the last, one unless someone can explain to me what is happening.  ???
Title: Re: The last watering hole
Post by: Kadri on June 26, 2016, 05:19:57 PM

I like the image.
Looks like the lights in the house does need one more zero maybe for strength and the lamps maybe a little lesser.
The preview is different sometimes unfortunately from what you get.
Title: Re: The last watering hole
Post by: yossam on June 26, 2016, 05:27:47 PM
Kadri,


If I turn the lamps down at all there is no sign of them even existing on the surrounding geometry, that's why I'm so damn frustrated with this scene. I know they are blown out........... :-[
Title: Re: The last watering hole
Post by: Kadri on June 26, 2016, 05:39:33 PM

Interesting. Had no such problem. Can't say for sure anything without seeing the scene file.
Just a wild guess; is there anything on the object polygons with transparency? 

Title: Re: The last watering hole
Post by: yossam on June 26, 2016, 05:45:45 PM
The only "transparency" is the windows in the house (glass shader), other than that, no. Color me confused............... :o
Title: Re: The last watering hole
Post by: Kadri on June 26, 2016, 05:51:54 PM

Have you saved an EXR file? You might get maybe better lighting out of it with a little editing maybe without rerendering?
Title: Re: The last watering hole
Post by: yossam on June 26, 2016, 06:19:46 PM
I'm gonna have to get unfrustrated b4 I even try it..............taking a break, having a drink, waiting on Game of Thrones finale tonight. Thanks for the suggestions friend.  :)
Title: Re: The last watering hole
Post by: Kadri on June 26, 2016, 06:32:00 PM
Quote from: yossam on June 26, 2016, 06:19:46 PM
... waiting on Game of Thrones finale tonight...

Good reason to wait. I am waiting too :)
Title: Re: The last watering hole
Post by: DocCharly65 on June 27, 2016, 06:51:27 AM
Nice Render again!

I am not 100% sure if I am helpful here, but I think I had a similar problem with the light in my helmet. The visor was glass shader too and I got no light through. Thenk I ispolated the visor from the helmet (poseray) and set the "cast shadows" of the now single visor object to "off"... and there it was. I had light.
Title: Re: The last watering hole
Post by: bobbystahr on June 27, 2016, 10:20:17 AM
Quote from: DocCharly65 on June 27, 2016, 06:51:27 AM
Nice Render again!

I am not 100% sure if I am helpful here, but I think I had a similar problem with the light in my helmet. The visor was glass shader too and I got no light through. Thenk I ispolated the visor from the helmet (poseray) and set the "cast shadows" of the now single visor object to "off"... and there it was. I had light.

My suggestion as well. I ALWAYS split glass out as a separate object.
Title: Re: The last watering hole
Post by: yossam on June 27, 2016, 10:45:26 AM
The only problem is................there is no glass shader for the lamps. It is just luminosity. I tried a glass shader.............looked like crap due to the atmosphere settings. I had a little round ball of light in the center of each lamp after adding the source lights.................visible object was not checked. Go figure............been spending a lot of time going back to the drawing board lately.  :'(
Title: Re: The last watering hole
Post by: bobbystahr on June 27, 2016, 12:06:56 PM
Quote from: yossam on June 27, 2016, 10:45:26 AM
The only problem is................there is no glass shader for the lamps. It is just luminosity. I tried a glass shader.............looked like crap due to the atmosphere settings. I had a little round ball of light in the center of each lamp after adding the source lights.................visible object was not checked. Go figure............been spending a lot of time going back to the drawing board lately.  :'(

If you have Deep Exploration there's a function I use to split the geometry up. Use it often to get my glass.
Title: Re: The last watering hole
Post by: yossam on June 27, 2016, 12:18:27 PM
Here is a low res render.............now I have light leaks from the pub mesh.  ???
Title: Re: The last watering hole
Post by: j meyer on June 27, 2016, 12:23:35 PM
As for the luminosity I had that happening in earlier TG versions. Sometimes
the light effect was there and the next time it wasn't. Never found a solution
and stopped experimenting back then. Nowadays - another computer and an-
other TG version - I haven't seen that problem again, but there are other, errh,
inconsistencies. Unpredictable bleeding and so on. No cure so far.
So from my experience luminosity is rather unreliable.
Title: Re: The last watering hole
Post by: yossam on June 27, 2016, 12:54:58 PM
I agree wholeheartedly.............. :)
Title: Re: The last watering hole
Post by: bobbystahr on June 27, 2016, 01:00:18 PM
Quote from: yossam on June 27, 2016, 12:54:58 PM
I agree wholeheartedly.............. :)

Indeed, If I can't use a real light I pass as well...though it's sometimes useful in my stained glass renders in the glass colours as it makes them pop nicely though.  And is predictable in those situations.
Title: Re: The last watering hole
Post by: yossam on June 27, 2016, 01:41:09 PM
Got halfway lucky............. ???
Title: Re: The last watering hole
Post by: Jo Kariboo on June 27, 2016, 02:26:24 PM

I like your last render, seems very well done.


Personally I would do another render of the first picture without architecture. I find it very difficult to replicate this type of light at that time of day, most of it emerges from the forest a very mysterious feeling.
Title: Re: The last watering hole
Post by: bobbystahr on June 27, 2016, 03:20:23 PM
Quote from: yossam on June 27, 2016, 01:41:09 PM
Got halfway lucky............. ???

Now that works quite well...Like it...
Title: Re: The last watering hole
Post by: luvsmuzik on June 27, 2016, 04:01:57 PM
Final is great! Did you just change the resolution or I wondered if your wood trim might have had a reflective surface, grabbing your stars? Anyway its great!
Title: Re: The last watering hole
Post by: Oshyan on June 28, 2016, 01:34:34 AM
Luminosity relies on GI, which is pseudo-random. You need high settings (GI Cache Detail and Sample Quality) to get more consistent results. Additionally, if you are using GISD, it is dependent on pixel values, so if you increase resolution, the area of GISD effect goes down proportionally speaking! (because it is defined in pixels) So you should increase your GISD pixel values as you increase resolution if you want the outcome to be the same as a lower resolution image.

- Oshyan
Title: Re: The last watering hole
Post by: yossam on June 28, 2016, 01:45:35 AM
Oshyan,


I went up on the pixel values to 35 in the last render............didn't try cache detail and sample quality. Like I said b4..............spending too much time going back to the drawing board. Thanks for the info.........tired of it right now, will revisit.  :)
Title: Re: The last watering hole
Post by: DocCharly65 on June 28, 2016, 11:14:59 AM
Very nice last render!

May I make a suggestion? Only what I would do with my crazy brain...  ;)

I would
place a simple tube with thin wall close around every lantern on the bridge. Render settings invisible but casting shadows ON.
place four little light sources around every lantern a bit outside of its tube.

The light sources will shine on the bridge for a nice light effect.
The tube will prevent the lantern being lit by the light sources so they keep their own luminosity.

Just an idea...
Title: Re: The last watering hole
Post by: bobbystahr on June 28, 2016, 01:10:50 PM
Quote from: DocCharly65 on June 28, 2016, 11:14:59 AM
Very nice last render!

May I make a suggestion? Only what I would do with my crazy brain...  ;)

I would
place a simple tube with thin wall close around every lantern on the bridge. Render settings invisible but casting shadows ON.
place four little light sources around every lantern a bit outside of its tube.

The light sources will shine on the bridge for a nice light effect.
The tube will prevent the lantern being lit by the light sources so they keep their own luminosity.

Just an idea...

Not bad....will remember this idea for future reeference
Title: Re: The last watering hole
Post by: yossam on June 28, 2016, 10:57:38 PM
I tried some really high settings for GISD................8,8,8 for prepass and 2,8,100 for the image pass. The cache took 2.5 hours to render and weighed in at 1.75 Gig. Final render was a little over an hour. I'm still gonna try Docs' suggestion after taking a small break from this scene...........I think it just might be the answer to my problems. No post on the render except for the conversion to 8 bit.  ;)
Title: Re: The last watering hole
Post by: bobbystahr on June 29, 2016, 12:21:57 PM
Quote from: yossam on June 28, 2016, 10:57:38 PM
I tried some really high settings for GISD................8,8,8 for prepass and 2,8,100 for the image pass. The cache took 2.5 hours to render and weighed in at 1.75 Gig. Final render was a little over an hour. I'm still gonna try Docs' suggestion after taking a small break from this scene...........I think it just might be the answer to my problems. No post on the render except for the conversion to 8 bit.  ;)

A  bit expensive time-wise but a much improved render of a deserving image.
Title: Re: The last watering hole
Post by: Dune on June 30, 2016, 02:07:10 AM
I think it looks good, lightwise. But there are some speck of light and they seem to emanate from reflective beams? Any specularity on those object parts?