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Comments: 4
archclan

29.03.2024, 02:13








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Sponza v3
Sponza v3

            

Sponza v3
Description: The last Sponza from me for a while. It was possible to use a special gradient on the radials in the flames to get the light on the walls. Only - the reflection got green. After hours of experimenting to get rid of the slimy colour I gave up and added another 32 radials just above and out of the volume fire without shadows and square falloff. Another radial was added far above the courtyard to light up the upper part of the walls, which were completely black. So this one is lit by 65 radials and rendered with soft shadows and 36 rays per pixel in 18 hours.
Added by: Horo
Keywords: sponza
Date: 09.01.2008 15:31
Hits: 4177
Downloads: 97
Rating: 5.00 (1 Vote(s))
File size: 131.7 KB
Previous image: Queens College Bridge
Next image: Sponza v2



Author: Comment:
Render Man
Member

Join Date: 11.10.2007
Comments: 358
-

The last Sponza I don't blame you as I was playing with the Sponza I begin to realize how much work it must have taken to place all those torches on both floors along with the guards. That is not to mention the lighting for each torch. I am sure you are tired of looking at this scene.

I think you have attempted a grand feat to make lights look like lit torches and have done a very good job emulating them in this scene. I do wonder about the brightness of the halls but really don't have anything to compare it with. The Sponza in real life now has real lights hanging in the halls. But with the time and effort and the effect of the lights I think this looks great.
09.01.2008 18:42 Offline Render Man alreich_4 at msn.com
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
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Excellent. Best of your series. I think Renderman was right about the torches. For me this render is most impressive.

It is nice to play around with this kind of geometry. It can be hard to test advanced lighting when there is not much geometrical complexity. I for one an very pleased that such a model is free for all to train with lighting.

Anyhow, I will rate this one a full 5/5, as for me I can see nothing else to add. This does not look at all like a typical Bryce render. Excellent Sponza!!!!
09.01.2008 19:19 Offline rashadcarter1 rashadcarter1 at aol.com
connorzelinsky
Member

Join Date: 03.30.2007
Comments: 394
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Your lighting is unbelievable. Must have taken a while to get everything right. Don't think I would be able to do this. (I get distracted easily... should be reading an essay right now). I really like this and do think this is the best you have done.
09.03.2008 00:05 Offline connorzelinsky connorz16 at gmail.com
richter
Member

Join Date: 04.15.2004
Comments: 1092
-

Pleasing result. I second Rashad in that this image can hardly be described as rendered in Bryce. Horo, from all the three entries I really cannot choose between and call it "my favourite". In all images you have different light setups that have proven successful in a certain area, but also few different drawbacks are evident, caused by the same light setup.

Sponza v1 has those nice "caustics shadows" that "make it more interesting". In my opinion that is purely from an artistic point of view. There were more things to be considered if the aim of the project was supposed to be "realism". You are well aware of that, of course,I read the discussion.

Sponza v2 is presented with much improved lighting conditions (than v1) concerning the overall feel and impression of the image. The shading noise on the far wall you were talking about even brings up some "authenticity" to the quality of the image. Render Man made a good statement about your torches in this V2. I think, while the torches' cores needed to be a lot brighter (based on the wall distance in-between), the diffused light in the corridors of the second floor is almost perfect, yes, almost. The light must "die-off" really quickly after emanated from the sources and has to just barely catch the distant walls/columns. Yet again, your light intensity "hint" in v2 is convincingly close to what one would expect to see in a coresponding setup. I'm unaware if the 1st floor is enclosed from all directions, but assuming this is the case, it looks too bright, brighter then the 2nd floor. In enclosed space the lower we are the darker it gets, normally.

Sponza v3 Ok... now you plugged-in the gradient and we get nice almost burnt-out yellow-white spots on the walls, which is awesome until we look down the corridors on both floors. Too intense light. I still remember what David said to me when I posted my "Stone of Immortality" ver.1 here. He said to me that the "light is giving us too much "brickwork" and not enough dramatic modeling" of the objects in scene. I never mentioned it but right then after that comment I sank into deep thoughts of how the light in my scenes should behave, to ensure the impression, the dramatism, even the "subconscious mood" I'm striving to set forth. In your setup there are many knights patroling, and I guess you wanted each one of them visible clear enough, a too much "knight-work" :) (?)

The "best" scenario according to me would be to mix the high intensity of the torches in v3[b/] with the falloff of the diffused light within the corridors in [b]v2. Sometimes it is not so important how the light affects every single object in scene, but it is the overall impression of that same lighting (affecting "all-at-once") that strikes you first and stays the longest. Hmm, it makes sense to you I hope. In the forum in the "Tone mapping and lighting" discussion you mentioned that "even though you can't see it, you know it", refering such words to me. Yes, I agree, you were right :) I think this knowing-seeing thing can be applied to your knights. Move a knight closer to a torch, let us see him well lit, another one on the far back that is sun-lit - leave him the way he is. And as a result if in the (future set up) darker areas I see an axe, if I see a shiny part of a shield or an "armoured silhouette", I'd already know that this is a patroling knight.

Sorry, I didn't plan the comment that long, but I thought it'll be helpful. Good luck further, Horo!
09.07.2008 15:13 Offline richter richter at cold-may.com
t_bahles
Member

Join Date: 09.06.2008
Comments: 138
; )

good job an il ike the projection of the light on the wall good job
09.20.2008 08:00 Offline t_bahles tahabahles at hotmail.com


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