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Hills and Clefts
Hills and Clefts
Comments: 0
Horo

19.04.2024, 10:35








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Cave lamps [GI 5.31]
Cave lamps [GI 5.31]

            

Cave lamps [GI 5.31]
Description: Another experiment with method 5.31. The lamp was modeled in wings3d.
Added by: davidbrinnen
Keywords: davidbrinnen, bryce6.1, GI, 5.31, wings3d, lamp, cave
Date: 06.15.2008 23:18
Hits: 3289
Downloads: 77
Rating: 0.00 (0 Vote(s))
File size: 265.9 KB
Previous image: A view to the sea
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Author: Comment:
Render Man
Member

Join Date: 11.10.2007
Comments: 358
Great

You sure have a gift in making some very nice scenes. This is a real real looking cave and the lighting is superb. The lamps look very good with the light shining through on the cave walls.
06.16.2008 13:32 Offline Render Man alreich_4 at msn.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
-

Very nice lamp. Cool idea to use GI method 5.31 in a cave. Light looks very good. The 3D effect of the rockwall is excellent. This is a moonlit night, isn't it?
06.17.2008 16:20 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
davidbrinnen
Admin

Join Date: 01.03.2004
Comments: 2224
-

I was thinking more dawn or sunset time. The horizon is too light for night I think and would look a bit dim for daytime if looking out from a dark cave lit only with oil lamps. I'm trying to dream up different set ups to out the GI method to the test. Suggestions are welcome.
06.17.2008 17:11 Offline davidbrinnen mail at davidbrinnen.co.uk http://www.davidbrinnen.com
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
-

Hmm. Looks great. Nice 3d impression. I get the feeling of some haziness perhaps or lack of contrast. The "method" due to the reflection filter might be having a negative effect on contrast levels. I sense that some dark areas may become too bright due to the reflection. Example, where are the strong shadows cast by these 3 distinct light sources? The cave walls should be making it so that there are some shadows that remain deep. There could be more lights that I cannot see explaining the lack of any deep dark shadows. I see deeper shadows at the base of the lights as naturally these areas are in the shadow by the lamp geometry. The cave walls seem to lack this depth but as I consider it it might be due to the terrain geometry as well.
06.17.2008 19:02 Offline rashadcarter1 rashadcarter1 at aol.com
davidbrinnen
Admin

Join Date: 01.03.2004
Comments: 2224
-

I suspect you are correct Rashad about the shadows. Since I had to boost the ambient/indirect light from the initial level - which worked fine for the elephants. A more realistic scene, in terms of lighting, would probably be just three pools of light and the lamps themselves, the rest lost in blackness. But in this case, the false light I felt look better for being brighter. At least the method does not destroy water effect, which was something of a concern!
06.18.2008 08:36 Offline davidbrinnen mail at davidbrinnen.co.uk http://www.davidbrinnen.com
Peter Manfred Treu
Member

Join Date: 01.17.2013
Comments: 1
Reminds me on "Riven"

Some of your landscapes remind me strongly on the game "Riven", the sequel to "Myst", the sublteness of the rockmaterials and the overall beauty of the atmosphere. Maybe Rashad was right about the shadows but on the other hand the extra lights help to make the cave not too dark so one can see what''s inside there.
01.17.2013 06:47 Offline Peter Manfred Treu
davidbrinnen
Admin

Join Date: 01.03.2004
Comments: 2224
-

Thank you Peter!

Well, the whole concept is now somewhat redundant since we have wonderful new improved TA rendering in Bryce now to cater for much of our ambient lighting needs. Still I suppose it was good practice and really gave be a good understanding of the issues that would be involved.
01.18.2013 17:21 Offline davidbrinnen mail at davidbrinnen.co.uk http://www.davidbrinnen.com


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