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Molten Cube
Molten Cube
Comments: 0
megacal

29.03.2024, 01:42








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Lighthouse 2
Lighthouse 2

            

Lighthouse 2
Description: In this scene I am using the MoonBlueGrey HDRI as suggested. The sun is disabled but I have placed a series of radial lights in a row to simulate moonlight on the water. The closer lights having a low intensity to brighter as they near the clouds. The lights give the appearance of the light shining through the clouds.

I might mention that I added some transportation for the worker at the lighthouse. There is off course some contractions between the age of the car lighthouse and the ships. Comments are always welcome.
Added by: Render Man
Keywords: lighthouse, night, ocean, ships
Date: 04.06.2008 02:44
Hits: 3464
Downloads: 70
Rating: 2.00 (1 Vote(s))
File size: 82.7 KB
Previous image: Cockscomb Ridge
Next image: Lighthouse



Author: Comment:
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
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I think this is a great improvement Renderman. I think you are doing extremely well in controling the light levels. The image feels much more tangible.The water and the clouds are getting along extremely well. The color of the water is very pleasing. I like the way you achieved that effect.The base of the lighthouse still feels a tad bright. Perhaps the skydome color is not set to black? Anyhow the many renders you've applied seem to be working.I am beginning to feel the coolness of the night.

What happened to the light streaming from the lighthouse? It is possible the streaming rays did not suit you afterall. Naturally one would assume the streaming rays would arise due to the interaction of light with the moist atmosphere. Your haze setting is low or maybe even none. I think you might increase the haze a bit and it will justify your streaming rays nicely. Your instinct to avoid too much haze is spot on I feel, but in this case you could use a touch more. It is that very hazy atmosphere that is supposedly distributing the light from the moon. Perhaps a dark haze color.

What ibl quality setting did you use and how long was the render if you do not mind me asking?

Horo's hdri is again working it's magic.
04.06.2008 05:28 Offline rashadcarter1 rashadcarter1 at aol.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
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I liked the previous one from an artistic point of view. Now this is less dramatic but more natural. Good job all around. The base of the lighthouse must have been painted freshly during the day, otherwise it couldn't be so bright. Nice idea to provider some sort of transportation for the lighthouse keeper. The best thing in this picture is how the water reflects the sky. This is absolutely beautiful. Weather and time of day ask for a humid atmosphere and a bit of haze and a faint light beam would still look very natural. Really great improvement on the reality side. Oh - and the ship at right is heading dangerously to the cliffs. I hope the lighthouse keeper sends the captain an SMS soon.
04.06.2008 06:29 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
Render Man
Member

Join Date: 11.10.2007
Comments: 358
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Thanks for you comments. The light beam is still there but was saturated by the radial lights. You can see end of it by the left ship as I placed it higher in the scene. I was thinking about putting in the beam with Photoshop but would need a steady hand to make such a straight beam of light so decided against it. Good point about the haze when I was using the haze before it and it made the ships blurry an affect I did not like. I could have tried just a small amount as it may have enhanced the light beam as mentioned.

Horo I also liked the artistic affect of my first attempt and also felt like the colors were sharp and had a good mix but as mentioned the scene was not natural. The base of the light house is the same material as the rest of the lighthouse but because it is somewhat of a flat surface it was more apt to pick up the light from the radials which was the same problem with the terrain. I had lowered the diffusion on the terrain as much as I dared but will need to experiment more in the future. I am finding that lighting is very tricky along with the settings in the materials lab. If there are any suggestions for this problem please share them.
04.06.2008 11:35 Offline Render Man alreich_4 at msn.com
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
-

You need to increase shadow depth to the full 100% in the sky lab. This will prevent light from bleeding onto models you do not want lit.
04.06.2008 17:16 Offline rashadcarter1 rashadcarter1 at aol.com
davidbrinnen
Admin

Join Date: 01.03.2004
Comments: 2224
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Although a technical improvement over the earlier version, I think I have to agree with Horo in that artistically the previous one has the edge. Not that that should deter you from following Rashads sage advice. Night scenes are very tricky, perhaps because of the greater difference between the response of the eye and that of the camera at night. I know my camera is not very good at picking up much at night where the eye seems to see plenty. But with less colour.
04.06.2008 20:19 Offline davidbrinnen mail at davidbrinnen.co.uk http://www.davidbrinnen.com
Render Man
Member

Join Date: 11.10.2007
Comments: 358
-

Thanks I will give it a try.
04.06.2008 20:59 Offline Render Man alreich_4 at msn.com
richter
Member

Join Date: 04.15.2004
Comments: 1092
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Why do I get the impression that there was an "invisible" light source a little further in the sea behind the ships? I'm looking at the ships' and the lighthouse's shadows right now and I can see them point at different directions, not parallel as it shoud be. The shadows themselves have to be triggered not only technically within the 3D package, but to be visually motivated. I see a really cloudy sky and if it was daytime the shadows would be a lot softer. But this is a nighttime setup and only a full-moon clear gradient sky will make your shadows appear so pronounced. Work either on the shadow direction and hardness issue or simply change the sky. About the whiteness of the lower part of the building - check to see if the mat you're using has any accidental specularity and bump active channels. If so, zero the spec. , crank up the bump to moderate noticable level and lower the diffusion drastically. It's nightime so there is nothing you can lose if you hide the texture/material pattern in darkness lowering the diffusion. Here I believe the bump will be the key to define the lighthouse's physical constructive material. If you still have problems, change the mat, remember to use some rock/wooden fund for it. For me the water and the partial sky reflections alone look really good. Within the setup though the water seems to be too much lit around the island area and fades out to dark towards the horizon. Truth is that at night even with full moon present the water will appear almost black with few moonlight specular bounces of waves. That is why the sailors need this lighthouse at night - to make critical areas less dark. Here you could utilize the lightstream. You've mentioned Photoshop so my fast suggestion goes as follows: (1) in a new layer with the polygon lasso tool in PS draw a trapezium shape in a direction you'd want your lightstream to be seen; (2) fill this new shape with bright yellowish color; (3) blur it heavily with the gaussian filter and then just decrease the opacity of the layer with your drawn shape to slightly visible level. Before all this, remember to add a radial light in bryce above the water where the stream should "touch" the surface. Careful with intensities. And one last thing - why is the top of the lighthouse so colorful? This draws to much attention there and somehow seems odd in the composition. Good luck, I hope I've been at help for your project... as stated above this is a tricky-tricky nightscene.
04.12.2008 14:36 Offline richter richter at cold-may.com


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