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?
No. 4 definitely. Maybe do some lightrays into water! Even some spotlights pointing down might work in a strange way.
The setup of the scene looks pretty good. For my taste both of them are too dark, especially the second one.
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.
Agree with Ulco and Richard, and I vote for No. 4.
Echo more light, even light rays as Dune recommended...#4 for me as well
#4 :)
If it was animated I wouldn't change anything but for a still shot it needs in fact some more brightness.
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 ::)
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..
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).
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
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.
Reminds me of the movie Waterworld!
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.
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?
Quote from: bobbystahr on December 20, 2019, 12:40:39 PMQuote 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.
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.
The last one is amazing !
Thanks WAS/Jordan...I should look around more.
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
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.
Untitled9_PW.jpg is exactly what I had in my mind too, nice!
- Oshyan
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?
The depth pass is not yet visible in the render viewer. You have to save it to disk.
- Oshyan
Oh i see, is not even visible in the windows viewer, so, i guess the data is only in the Z channel. thx!
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.