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Simply Orange
Simply Orange
Comments: 2
poodlepips

28.03.2024, 15:40








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Sunny Village
Sunny Village

            

Sunny Village
Description: The village is the model VillageStreetsOfEurope (beta) by Alan Armstrong, Viktoriy 4.2 and the ravens are from DAZ3D. The Menu is a scanned page (volume 1) from a local wine list. The sky is a preset. Lit exclusively by my Rock and Trees HDRI. Rendered with soft shadows and only 16 rpp. The noise looks good on the rough walls, I think. I contemplated to add a spot under the archs but refrained because it looks more photorealistic this way.
Added by: Horo
Keywords: army, alan, armstrong, village, europe, viktoria, DAZ3D
Date: 10.25.2009 09:39
Hits: 4233
Downloads: 112
Rating: 5.00 (3 Vote(s))
File size: 368.1 KB
Previous image: Room With A View
Next image: Italian Villa



Author: Comment:
Alexandr
Member

Join Date: 07.31.2008
Comments: 328
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Very good, Horo. Did You textured it yourself - very nice texturing? The lightning is a bit bluish, I wasn't in the Mediterranean, but it somehow feels that this place is on the Mediterranean shore.
10.25.2009 17:10 Offline Alexandr sashama at mail.ru
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
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Very good render, Horo. The model is fantastic naturally. The camera angle is perfect.

I think the lighting here is pretty darned good. I can find little to complain about. Love the bright sunlight and the soft shadows, perhaps too exaggerated, but still there. But for the sake of improvement I will offer two thoughts.

First, I agree that the overall color cast is a bit blue. This balance is always tricky, but I have found a couple of tricks that help me since comparing Carrara full GI renders to renders with skylight only without GI radiosity. I am not sure if you were seeking to maximize the realism here. If so I would say that the blue tint coming from the sky is not constant throughout the day, at least in terms of living experience. The blue tinting of skylight only becomes visibly obvious in the evening time or morning, low sun usually. This is not because the sky is not casting blue light at all times, but because the strong direct sunlight is baking the colored surfaces of nearby geometry, and these local radiodisic warmer hues of tan and white and green and whatever, tend to blend away the intensity of the blueness from the sky to a seemingly less saturated blue value. Thus sun altitude is a key. So the blueness presented by the hdri is fine in theory, but without the added calculation of surface radiosity of local colors to correct the blue, it easily overtakes. So if you are going to render a scene like this using only the hdri and no local radiosity, the hdri has to be desaturated a tad to appear more as light that has been corrected by local bouncing.

2. Considering local bouncing, leads me to the conclusion that you actually do need some upward light here. If the sun is rather high and shines down onto the street brightly, then there should be a decent and visibly strong light reflected upward onto the undersides of all of the bevels and arches. Adding radials and spots at street level will allow you to dim the hdri a tad, since the hdri will no longer be doing the work of skylight and radio, it would behave solely as skylight, and local radio would be provided by your rigging of spots and radials.

Rigging spots and radials can add lots of shadow banding and other problems, which is why I usually go the route of the shadowless upward parallel lights as you observed in the sample lighting scene I sent you over at Daz. The upward light was actually invented for exactly these types of architectural studies, where the underside is the only real problem. Adding the upward light would be a one stop fix all, it would be an estimation and not an exact solution, but a very useful and easy low render impacting solution for architectural scenes like this one where you have all the light you need except for directly underneath. Since parallel light in Bryce are not really parallel, it is important to place the upward facing spotlight extremely far down below the ground plane, the farther down, the less the light will spread and leak affecting not only the undersides but the vertical sides too, which is not what we want.

You could also use an upward light dome, another idea but I will not go into that now. I babble.

Great Render, peasant! 5+, no reason not to give a full 5 here.
10.25.2009 20:41 Offline rashadcarter1 rashadcarter1 at aol.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
-

Alexandr - thank you for your comment. Please mind that the model comes fully textured. So all I've done is just minor alterings and the light. Ready to use models have the advantage that I can concentrate on light, which I still need to learn how to apply.

Rashad - thanks for going to all that trouble. First of all, the blue hue is from the HDRI and as it happens, I've cursed our impeccable blue sky we have here for that. If I'd live in a place with a less saturated sky (e.g. in an urban environment), I'd get more colour neutral HDRIs.

The light from underneath. You know, at one point, I switched off self shadows for the ground and actually had shadows from the staircase railing on the wall. That was unacceptable.

My goal is to light a scene purely by IBL. If that can be done at all remains to be seen. But working that way has given me a lot of experience which HDRI in what rotation and tilt gives the best result. If a scene is not overly complex, I could give the materials a bit of a hue of the opposite colour to compensate.

I think the lighting here is very good with two exceptions: it is too cold for a summer afternoon because of the blue and the undersides of archs are almost (but not completely) black. I could have corrected the blue tint in post production.
10.26.2009 18:10 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
Rebel64
Member

Join Date: 03.21.2009
Comments: 183
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Horo, you did it again. I love this scene, the brick texture is fantastic.
10.27.2009 17:00 Offline Rebel64
richter
Member

Join Date: 04.15.2004
Comments: 1092
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After the lighting discussion I have nothing to add about it, except that to me the light feels natural, with the minor quibble of few shadowbands and the slightly more soft-shadows. The softening can always be explained with a cloud or two "on the right spot in the sky". So even the softness cannot be fully taken as a flaw. Getting rid of the bands (which is just a technical matter) will make your hdr lighting test 5/5 successful.

This time I have to disagree with Rashad about the camera angle, purely physically that is. I'm looking at how the perspective bends the right part of the render up and out of the field of view. That can happen only if the camera is positioned high enough above the ground level or if the camera is capturing a miniature real-life model (somewhat larger of the cam itself). Either the walls' edges have to stay parallel or the perspective bending in the upper part should occur inward to justify the scale of the building. You can try that in postwork, Horo, using the edit->transform->perspective tool.
10.29.2009 07:28 Offline richter richter at cold-may.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
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The perspective is "inverted" because the camera actually looks down, not up. I considered using PTLens to put them straight but somehow forgot to experiment with this. Thank you all for your valued recommendations. I'm improving because of you.
10.30.2009 19:41 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/


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