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General => Image Sharing => Topic started by: Ariel DK on December 16, 2019, 10:43:47 AM

Title: Underwater City/Etymon
Post by: Ariel DK on December 16, 2019, 10:43:47 AM
Thinking in the KB3D contest (I also need a TG contest too ::) ), i made this two ones..
The theme is "Post-apocalyptic", so there we go. i can't spend money in a new kit, so im only using the free mini kit
WIP, C&C is very welcome, kelps made in ST, wich one looks better/realistic?
Title: Re: Underwater City/Etymon
Post by: Dune on December 16, 2019, 10:58:36 AM
No. 4 definitely. Maybe do some lightrays into water! Even some spotlights pointing down might work in a strange way.
Title: Re: Underwater City/Etymon
Post by: gasbutan on December 16, 2019, 11:12:31 AM
The setup of the scene looks pretty good. For my taste both of them are too dark, especially the second one.
Title: Re: Underwater City/Etymon
Post by: cyphyr on December 16, 2019, 12:26:26 PM
Hey great idea!
I think it does need to be a bit (quite a lot) lighter.
It won't be that realistic I know  but if the viewer can't see what is happening that the work and effort is lost.
Title: Re: Underwater City/Etymon
Post by: Hannes on December 16, 2019, 01:36:53 PM
Agree with Ulco and Richard, and I vote for No. 4.
Title: Re: Underwater City/Etymon
Post by: bobbystahr on December 17, 2019, 12:28:54 AM
Echo more light, even light rays as Dune recommended...#4 for me as well
Title: Re: Underwater City/Etymon
Post by: DocCharly65 on December 17, 2019, 01:12:54 AM
#4 :)

If it was animated I wouldn't change anything but for a still shot it needs in fact some more brightness.
Title: Re: Underwater City/Etymon
Post by: Ariel DK on December 17, 2019, 02:20:38 PM
Ok guys, thanks for all your feedback.

Quote from: Dune on December 16, 2019, 10:58:36 AM(...) Even some spotlights pointing down might work in a strange way.
I already planned that. I no added it yet.

Quote from: cyphyr on December 16, 2019, 12:26:26 PM(...) It won't be that realistic I know  but if the viewer can't see what is happening that the work and effort is lost.
That's true, but tell him that to Denis Villeneuve in BR 2049  ::)
Title: Re: Underwater City/Etymon
Post by: Ariel DK on December 17, 2019, 02:30:40 PM
And finally, a new iteration. some lightrays added to simulate caustic illumination (thanks gasbutan).
is still a little bit dark, but nothing that i can't correct in PS with some post work and HDR..
Title: Re: Underwater City/Etymon
Post by: cyphyr on December 17, 2019, 08:52:17 PM
Looking good ...
I really don't know if this would look but how would it work if you put a large white plane vertically behind the camera to reflect some light back into the scene. (path tracing and ray detail region set to 360deg).
Title: Re: Underwater City/Etymon
Post by: Oshyan on December 19, 2019, 04:34:48 PM
I think this looks really cool, but agree it's pretty dark. It's a hard thing to deal with if you want realism. One option that would not be strictly realistic but would hint at a correct result while being brighter overall would be to lighten just the top half of the image or so, essentially dramatizing the attenuation of light at depth, and allowing you to have a brighter part of the image for mood and aesthetics. This could probably be done mostly in post work on your latest version. You'd get a brighter area where it is pseudo-realistic to have one (higher up in the water), and still the mystery and drama of the dark area at the bottom, and the contrast may enhance the overall story of the image too. Something to experiment with. Use an EXR or 16 bit TIFF as a base for post processing if you can.

- Oshyan
Title: Re: Underwater City/Etymon
Post by: WAS on December 19, 2019, 04:43:39 PM
I also feel that a highlight accent would help a lot too. In PS you can use levels to make things that are caught in Highlights super bright, and everything else black, add a little Gaussian blur, desaturate, and you can use this to give highlight detail to the structures, plants or however it translates. You can fade this off towards the bottom of the image like Oshyan suggested and it would give the appearance of lumens falling off.
Title: Re: Underwater City/Etymon
Post by: cocateho26 on December 19, 2019, 08:00:29 PM
Reminds me of the movie Waterworld!
Title: Re: Underwater City/Etymon
Post by: WAS on December 20, 2019, 12:43:46 AM
Quote from: cocateho26 on December 19, 2019, 08:00:29 PMReminds me of the movie Waterworld!
I had the same impression. The diving bell scene.

Also for all the crap that movie gets, I sure really enjoyed it.
Title: Re: Underwater City/Etymon
Post by: bobbystahr on December 20, 2019, 12:40:39 PM
Quote from: cyphyr on December 17, 2019, 08:52:17 PM(path tracing and ray detail region set to 360deg).
where does one find/set these settings man?
Title: Re: Underwater City/Etymon
Post by: WAS on December 20, 2019, 12:48:30 PM
Quote from: bobbystahr on December 20, 2019, 12:40:39 PM
Quote from: cyphyr on December 17, 2019, 08:52:17 PM(path tracing and ray detail region set to 360deg).
where does one find/set these settings man?
Render node, advance tab.
Title: Re: Underwater City/Etymon
Post by: Ariel DK on December 20, 2019, 01:55:30 PM
Well, i was busy this days to wait your feedback, so i worked myself, and i gonna be honest with you guys, i had not read anything from Oshyan's comment onwards ;D
BTW i'm very glad to see we have similar focuses.

@cyphyr  I added a 2nd sun with "strength" slightly above 0.01, it work in some way, but i can try a card too.

@WAS  There is no blur added yet, but i think is a great idea, i gonna try out (or "try it"?) for sure. and thx for the school sea bass, very useful :)

@cocateho26  And yes, is very Waterworld inspired by. is incredible but after some quicks search on the web, i couldn't find many images of "underwater cities" out there.
Title: Re: Underwater City/Etymon
Post by: gasbutan on December 20, 2019, 03:32:25 PM
The last one is amazing !
Title: Re: Underwater City/Etymon
Post by: bobbystahr on December 20, 2019, 05:26:12 PM
Thanks WAS/Jordan...I should look around more.
Title: Re: Underwater City/Etymon
Post by: Oshyan on December 20, 2019, 05:31:52 PM
Path Tracing you've used, so I assume you mean the 360 degree detail. That's for the Ray Detail Region on the Advanced tab of the Render node. But 1: I am not even sure you'd actually need it for path tracing light emitted from an object even if it's behind the camera (if you did, it'd be gi prepass padding probably, not ray detail region) and 2: 360 degree is best avoided since it will increase render time a fair amount. 

- Oshyan
Title: Re: Underwater City/Etymon
Post by: WAS on December 20, 2019, 07:56:36 PM
Quote from: Oshyan on December 20, 2019, 05:31:52 PM2: 360 degree is best avoided since it will increase render time a fair amount.

- Oshyan

Depending on what you got going on off-camera, it can be really bad. Lol That's why I highlighted the Optimal setting Lol.
Title: Re: Underwater City/Etymon
Post by: Oshyan on December 21, 2019, 05:25:01 PM
Untitled9_PW.jpg is exactly what I had in my mind too, nice!

- Oshyan
Title: Re: Underwater City/Etymon
Post by: Ariel DK on December 21, 2019, 06:55:02 PM
Thanks guys!
I would like to add some blur in the far buildings using a z-depth pass. this is possible with the render elements, but i never tried this for myself, the z-depth pass would be visible on a normal image viewer or is just by channel?
Title: Re: Underwater City/Etymon
Post by: Oshyan on December 21, 2019, 07:01:09 PM
The depth pass is not yet visible in the render viewer. You have to save it to disk.

- Oshyan
Title: Re: Underwater City/Etymon
Post by: Ariel DK on December 21, 2019, 07:06:58 PM
Oh i see, is not even visible in the windows viewer, so, i guess the data is only in the Z channel. thx!
Title: Re: Underwater City/Etymon
Post by: Dune on December 22, 2019, 02:03:10 AM
No, you have to set the render element, then render all to disk and then you can find it as a greyscale Z-pass in a new folder or if you didn't check that, beside the saved render. Which pass you can copy to the alpha channel (in Photoshop) and set blur from there.