Planetside Software Forums

General => Image Sharing => Topic started by: archonforest on March 10, 2017, 07:15:23 AM

Title: New render
Post by: archonforest on March 10, 2017, 07:15:23 AM
I swear to God I wanted to do a sci-fi scene but something went wrong... :-\

So here we have another forest scene...since I love forests hehehe...

C and C are welcome as usual. Have a great weekend my friends!  ;)

ps: who can spot the bird?
Title: Re: New render
Post by: Dune on March 10, 2017, 07:20:45 AM
Nice use of DOF, and the bird is not really hard to spot, is it? I would put the deer more to the background and more on a sideview, and lighten up the trees to start with.
Title: Re: New render
Post by: luvsmuzik on March 10, 2017, 07:34:32 AM
Pretty! Maybe that is one of the eight new planets!
Title: Re: New render
Post by: archonforest on March 10, 2017, 07:44:02 AM
Tku luvsmuzik :)

Dune that was my first idea also with the deer but the picture seemed empty. But I will do a version following your idea. ;)
Title: Re: New render(update)
Post by: archonforest on March 10, 2017, 09:32:34 AM
Here is a lighter version with the deer at the back.
Title: Re: New render
Post by: Dune on March 10, 2017, 11:09:38 AM
I think you need more sharpness overal, and also focused on the deer, and perhaps if you put the sun elsewhere you can get a completely different image.
Title: Re: New render
Post by: archonforest on March 10, 2017, 11:30:18 AM
Quote from: Dune on March 10, 2017, 11:09:38 AM
I think you need more sharpness overal, and also focused on the deer, and perhaps if you put the sun elsewhere you can get a completely different image.

That was the reason I put the deer closer before just to be in the sharp zone. Now if focus on the deer now then pretty much all the foreground will be blurry and I do not think that will be nice. Best would be if I can say how big is the sharp zone hehe... Perhaps I have to loosen up the blur... will try something.
Title: Re: New render
Post by: bobbystahr on March 10, 2017, 12:42:04 PM
That is a conundrum re: DoF, how to keep in focus what you want. Alternatively you could post work it in a paint program to Ulco's specs or try moving the sun around a bit first. Keep on Tweakin
Title: Re: New render
Post by: Dune on March 11, 2017, 02:33:54 AM
I wouldn't know how to get a middle section sharp, rest blurred in post, as the depth pass is from front (white) to back (black). You'd have to work that range in post too (blacken the whitest, leave the middle greys lightest).
Title: Re: New render
Post by: Ethrieltd on March 11, 2017, 07:13:02 AM
Quote from: Dune on March 11, 2017, 02:33:54 AM
I wouldn't know how to get a middle section sharp, rest blurred in post, as the depth pass is from front (white) to back (black). You'd have to work that range in post too (blacken the whitest, leave the middle greys lightest).

Would it be possible to (although somewhat time consuming) use use a focus stacking technique to selectively focus certain areas of the final pic?

https://www.craftsy.com/blog/2015/12/focus-stacking/
Title: Re: New render
Post by: Oshyan on March 11, 2017, 02:25:49 PM
The depth map is just designed to provide information on the full depth of the scene - front to back - for any application that can use this information. It can be used in a simplistic way as just a mask for a blur effect, but more sophisticated DoF algorithms can use it to create specific ranges of focus since the entire depth is known. In other words if you want to simulate a lens and focal point that puts a 3 meter area of the scene into focus, and the foreground and background both out of focus, the depth map gives you the information to do that. All you need is an application that can take advantage of it. Photoshop's Lens Blur filter can do this.

- Oshyan
Title: Re: New render
Post by: Dune on March 12, 2017, 03:19:14 AM
I haven't figured out how PS lens blur can do that sharp middle section. The only way I've worked on changing the actual depth of focus is by changing the gamma of the depth pass (copied into the alpha layer), which means some going back and forth (try lens blur, no good, undo, change alpha layer, redo, etc). If anyone can explain how a sharp middle section can easily! be done, I'd appreciate it.
And sorry for temporarily hijacking your thread, Archonforest.
Title: Re: New render
Post by: archonforest on March 12, 2017, 04:15:47 AM
No problem Dune. Interesting subject and data.

Otherwise here is the last version of this forest shot. I managed to get a bit more sharpness in the middle part.
Title: Re: New render
Post by: Ethrieltd on March 12, 2017, 08:20:14 AM
Quote from: Dune on March 12, 2017, 03:19:14 AM
I haven't figured out how PS lens blur can do that sharp middle section. The only way I've worked on changing the actual depth of focus is by changing the gamma of the depth pass (copied into the alpha layer), which means some going back and forth (try lens blur, no good, undo, change alpha layer, redo, etc). If anyone can explain how a sharp middle section can easily! be done, I'd appreciate it.
And sorry for temporarily hijacking your thread, Archonforest.


You can use quickmasking and the Lens Blur filter to achieve this effect like this

http://wegraphics.net/blog/tutorials/photoshop-quick-tip-creating-depth-of-field-using-the-lens-blur-filter/

Your mileage, obviously, may vary.
Title: Re: New render
Post by: Dune on March 12, 2017, 12:00:35 PM
Thanks Ethrieltd, that's a nice way to do it. But I was hoping to use the (more exact) depth pass for some middle section of blur.

@Archonforest: that's way better! Now add some tiny bump to the deer! Or a proper bumpmap. He's a bit smooth.
Title: Re: New render
Post by: bobbystahr on March 12, 2017, 12:14:41 PM
Quote from: Dune on March 12, 2017, 12:00:35 PM
@Archonforest: that's way better! Now add some tiny bump to the deer! Or a proper bumpmap. He's a bit smooth.


I quite agree and like where this is going...worth the effort.....if you have Photoshop nvidia makes a FREE Normals plugin that makes acceptable maps for displacements

https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
Title: Re: New render
Post by: Oshyan on March 12, 2017, 01:46:57 PM
I don't think there's any great trick to it Ulco. Using Photoshop's Lens Blur filter you just adjust the Blur Focal Distance and you should see it shift, and at certain settings you ought to see front defocus+back defocus and a middleground in focus...

- Oshyan
Title: Re: New render
Post by: Dune on March 13, 2017, 03:49:53 AM
Thanks, Oshyan, I'll have another look. Would be perfect if that works smoothly.
Title: Re: New render
Post by: archonforest on March 13, 2017, 04:53:41 AM
Got a map for the deer. It looks better for sure. ;)
Title: Re: New render
Post by: DocCharly65 on March 13, 2017, 04:57:32 AM
Oh! Much better now!

But what is that on the deers back looking like a towel?
Title: Re: New render
Post by: archonforest on March 13, 2017, 05:07:42 AM
Quote from: DocCharly65 on March 13, 2017, 04:57:32 AM
Oh! Much better now!

But what ist that on the deers back looking like a towel?

It is a towel. Since it is a hot summer day....he can wipe... ;D

I guess re-render again... >:(
Title: Re: New render
Post by: DocCharly65 on March 13, 2017, 05:09:22 AM
Before you invest rendertime perhaps you'd like to check what it is?
Perhaps only a cropped render first.

Looks a bit like a not matching texture map...
Title: Re: New render
Post by: archonforest on March 13, 2017, 06:08:59 AM
Quote from: DocCharly65 on March 13, 2017, 05:09:22 AM
Before you invest rendertime perhaps you'd like to check what it is?
Perhaps only a cropped render first.

Looks a bit like a not matching texture map...

Fortunately render time is not a problem since rendering with details 0.1. That spot actually a very unfortunate shadow/sun f...up. When I moved the camera it looks natural though. Anyway here is the fixed one. I fixed it in PS and not TG for now.
Title: Re: New render
Post by: DocCharly65 on March 13, 2017, 06:13:16 AM
That's it now!  :)
Now you get the "big LIKE"  :)
Title: Re: New render
Post by: archonforest on March 13, 2017, 08:24:14 AM
Quote from: DocCharly65 on March 13, 2017, 06:13:16 AM
That's it now!  :)
Now you get the "big LIKE"  :)
Thks doc :D
Title: Re: New render
Post by: bobbystahr on March 13, 2017, 10:53:48 AM
Well done Atilla...good call on the last 'fix'....
Title: Re: New render
Post by: archonforest on March 13, 2017, 02:18:15 PM
Quote from: bobbystahr on March 13, 2017, 10:53:48 AM
Well done Atilla...good call on the last 'fix'....

Thx bobby. Yeah looks better for sure. Thx for all who pointed out all my errors 8)
Title: Re: New render
Post by: Dune on March 17, 2017, 10:33:55 AM
Wonderful final! Hey, but how about your train ideas?
Title: Re: New render
Post by: bobbystahr on March 17, 2017, 11:57:17 AM
Yeah, what happened with that train stuff, was getting interesting...
Title: Re: New render
Post by: archonforest on March 17, 2017, 12:06:15 PM
Thx Dune. :)

Yeah the train ideas are still up....the only reason I got nothing done so far as I realized that I would need some train cars after the engine and so far I found nothing on the net. Really. Thus the project stopped temporarily. If anyone saw some free modern looking train cars on the net pls give me the link.
Title: Re: New render
Post by: Dune on March 17, 2017, 01:02:01 PM
How about these? https://archive3d.net/?a=download&id=a927242e (https://archive3d.net/?a=download&id=a927242e)
Title: Re: New render
Post by: archonforest on March 17, 2017, 01:49:51 PM
Quote from: Dune on March 17, 2017, 01:02:01 PM
How about these? https://archive3d.net/?a=download&id=a927242e (https://archive3d.net/?a=download&id=a927242e)

That is not bad at all...except the train is coming with the track hehe....
I will need to see how to cut it out. Thks for the link.  :)

Ohh I just love TG. I changed the opacity of all track nodes and now all unwanted elements are gone...