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Horo

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Landscape [GI 5.31]
Landscape [GI 5.31]

            

Landscape [GI 5.31]
Description: Further experimention. To see how an outdoor scene would fare if given the same treatment as indoor GI 5.31. I chose an awkward situation, that being when the sun is behind the lanscape putting the terrain almost entirely into shadow.
Added by: davidbrinnen
Keywords: davidbrinnen, bryce6.1, GI, 5.31, landscape, experiment
Date: 06.17.2008 17:01
Hits: 3242
Downloads: 72
Rating: 0.00 (0 Vote(s))
File size: 222.1 KB
Previous image: Numberstorm1 [GI 5.31]
Next image: indirect5.3 remix



Author: Comment:
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
-

Some nice things. Great sky color and great viewing angle, the clouds look 3d from this angle of view. Sun color is nice and warm. The haze setting for me is not quite right, a bit too much in the foreground and not enough in the background. I do not see much gradient along the horizon behind the mountain. This could also be due to the viewing angle. Water looks awesome perhaps highly reflective as silver which at this time of day and sun angle is exactly what one would expect.

The haze is surely difficult to reconcile. I think the reflection component of the method might be lighteneing shadows when there should not be any lightness, a haze meets ambient glow sort of result. I am guessing but this reflection filter ends up lowering contrast levels by adding light to shaded areas. I think that if you were to blend the reflection componenet into the method, as in do not use all of the relfection data, just that in the illimunated areas and discard the shaded areas for maintenance of deep shadow.

In the Daz forum I have been discussing haze settings and crazy as it seems there are some sure fire ways to make sense of the haze. I know you have been hazing scenes for many years so I offer this haze recipe only as a suggestion. The haze controls are misleading and just plain mystifying to me. I have found that the THICKNESS control manages the way the haze builds with distance. The DENSITY control manages the haze in the foreground. Creating a wide or tall gradient to the horizon is essential to realism as often Bryce gives these thin and bright horizon lines that do not exist in nature. Natural Horizons have a smoother transition and a much taller gradient so to produce that effect as best as possible in Bryce requires that you set THICKNESS to 100%. This will gurantee the tallest possible gradient in the background. Now you need to control the Density or foreground. I usually start with Density 0.8. Seems low, but I get extrememly thin haze in the foreground with a very natural build-up with distance and a tall believeable gradient. Depending on the scale of the scene, I might and usually do raise my Density setting to around 1.6. Once you have the THICKNESS set to 100% it just becomes a matter of setting your DENSITY to the desired value to shape the overall haze field. Horo has tested this haze approach / recipe and has found it useful.
06.17.2008 19:26 Offline rashadcarter1 rashadcarter1 at aol.com
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
-

After all of that I should also add that indirect light can overcook the shaded areas in Carrara scenarios also giving the impression of haze. I have found that indirect light is not always a good thing in Carrara for outdoor scenes. The Skylight effect is the most important and no doubt essential. So maybe my critique is more to do with introducing indirect light to a landscape instead of critiquing the method itself.
06.17.2008 19:47 Offline rashadcarter1 rashadcarter1 at aol.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
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Now this one is nice and a real pity you didn't render it to a larger size. The colour-bleed over from the sun to the mountains looks very natural but it is a bit small to fully appreciate. Rashad has a point about the shadows, more prominently in the cave scene. But this is not from the filter but probably from the ambience map which has to be mixed with the reflection map using your 0.01 tweak more carefully. The ambient map works a bit like an HDRI. Rashad's haze idea works fine and this is what I tested with Uncharted Island. Whatever the quibbles, GI 5.31 appears to work nicely here and I'm sure we will have that tutorial out "before this decade is out" - probably even earlier.
06.17.2008 20:13 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
Render Man
Member

Join Date: 11.10.2007
Comments: 358
-

From a layman's perspective I say it looks wonderful.
06.18.2008 02:55 Offline Render Man alreich_4 at msn.com
davidbrinnen
Admin

Join Date: 01.03.2004
Comments: 2224
-

Thanks, for such a simple scene and experiment I didn't want to invest many hours of render time to discover it didn't work. With the "haze recipe" and maybe something in the way of a subject, I will consider another outdoor scene on a larger scale. At the moment though I'm just looking for things to try out, things that wouldn't normaly be viable for direct lighting.
06.18.2008 08:40 Offline davidbrinnen mail at davidbrinnen.co.uk http://www.davidbrinnen.com


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