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Sampler of Proximity Field Surface Objects
Sampler of Proximity Field Surface Objects
Comments: 9
KinemagiK

28.03.2024, 13:31








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Backstreets Viper
Backstreets Viper

            

Backstreets Viper
Description: Havent submitted anything in about 8 months. Would you believe I use Bryce every day for hours, but publish pretty much nothing? Well, that's how it goes.

Backstreets model by Stonemason available at Daz3d. I imported it into DS 4.5 and I then send it to Bryce. Lit with my (EGDLS) EarthGlow Dome Light Strategy. Generally, I find this light set provides me with believable results, especially for a fake GI, but I will let you be the judge. Any feedback regarding lighting or other aspects are greatly appreciated. Thanks for your time.
Added by: rashadcarter1
Keywords: rashadcarter1, Bryce7.1pro, stonemason, backstreets, viper, car, vehicle, EGDLS
Date: 12.31.2012 08:34
Hits: 6427
Downloads: 2
Rating: 5.00 (3 Vote(s))
File size: 1.7 MB
Previous image: Biplane in the Sky
Next image: Camaro SS



Author: Comment:
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
-

Lighting is extraordinary. As electro-elvis mentioned in the DAZ forum, the shadow beneath the car is too dark. This is a bit surprising since all the other shadows (on the building, on the street) look absolutely convincing. This is indeed a minor quibble and a 5/5 is due nevertheless.
12.31.2012 14:40 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
c-ram
Member

Join Date: 04.29.2010
Comments: 76
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whaou... this is simply stunning Rashad! I don't know your lighting technic but it work so great in so many of your renders.

I love the way the car reflect the environment and the whole scene with the buildings in the background fit perfectly. This picture look photoreal to me 5/5!

Well you know, i'm using bryce again, sometime terragen but it's not as fun as my first and great software! You'll see me back in this gallery sooner with a new artwork.

I wish you an happy 2012 ending and a well coming new year!
12.31.2012 17:05 Offline c-ram cramgfx at gmail.com
StuartB4
Member

Join Date: 08.31.2012
Comments: 241
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Excellent render, using it as my desktop wallpaper if you don't mind.
01.01.2013 03:06 Offline StuartB4
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
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Nope, dont mind at all!

Thanks guys, I am hoping to produce more than two renders this upcoming year. I'm always so busy experimenting, never doing any actual art.

Thanks for your time.
01.02.2013 18:31 Offline rashadcarter1 rashadcarter1 at aol.com
slepalex
Member

Join Date: 10.15.2010
Comments: 881
*

Lighting and shadows are perfect! The only thing under the car too dense shade.
01.03.2013 18:32 Offline slepalex slepalex at yandex.ru
electro-elvis
Member

Join Date: 12.11.2010
Comments: 247
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I repeat my commen, I made in the DAZ3D Bryce forum ;-):
Uuh! If I did not know that I am on the bryce5.com website, I would guess this is a photo. Impeccable render! The only thing, as slepalex already has mentionned, the shadow under the car is a tiny bit too dark IMHO, but this is nitpicking. Certainly 5 of 5.
01.04.2013 08:10 Offline electro-elvis
STKydd
Member

Join Date: 03.01.2011
Comments: 236
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WOW, that looks fantastic, i don't think i can add anything that has not already been said, beautiful render, definite 5 for me.
01.04.2013 13:47 Offline STKydd dragonsbain at yahoo.com
richter
Member

Join Date: 04.15.2004
Comments: 1092
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I'd say the dark shadow isn't really a flaw. While it is technically correct to assume that all the shadows in scene should bear almost equal darkness gradient, other physical circumstances must be taken into account. Object scale, camera exposure (as in real life) can make a shadow look fairly contrasting and dark. Also objects that are nearer to each other occlude themselves stronger than others put on larger distance in-between - wooden platforms on the left, corners and crevices, all of those have thicker shadows as opposed the long "awnings" (correct word?) that stretch above the road, so the shadows should lose intensity towards the tip.

To sum it in a nutshell - yup, perhaps the darkness below the car goes too evenly black everywhere. It would have been unnoticed if it had at least a small amount of brightening to the edges. All the rest - indirect light interaction, car paint material color saturation, reflections (even with some noise like flickering flakes), camera fov, object scaling meet real world requirements in my opinion. Well done.
01.06.2013 10:10 Offline richter richter at cold-may.com
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
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Clever Richter. Yes, indeed the car is more or less facing a corner. Most likely the light that is missing under the car is being blocked by those buildings. In this case I'd probably say the darker underside isn't entirely physically inaccurate, but it does stick out right away. My first thought too was that it was just too dark.

Dan Whiteside suggested on another forum that the image seems in a way overcast, not fully daylight. Not sure I agree. The proportionality of the direct to indirect light says full daylight to my mind, but I do concede the image could be brighter overall. I could have used a little more diffusion to create an overall brighter look since all diffusion values are set to exactly 50.

I like to use bright lights so that I never need to use 100% diffusion from my materials. Never exhausting the diffusion means I've always got room to add more if I need it and I don't have to resort to ambient glow to fill in the missing brightness

The EGDLS system seeks to reproduce certain basic proportions of intensity between the influences of sunlight/skylight/ and earth glow (ground level localized light bounces) during different times of the day. Ideally, when the Sun strikes the atmosphere and ground plane at a low altitude the Skylight and Earthglow domes intensities are dimmed dramatically to compensate. Conversely, when the sun is high in altitude and shines strongly onto the atmosphere and the ground, the skylight and EarthGlow domes are intensified to match this greater direct sunlight influence. EGDLS attempts to take the guess work out of creating times of day easily with fake GI, with complete control over direct and indirect lighting even in highly geometrically complex scenarios like the one above where there is lots of obstruction. Clearly, it still has some ways to go but it is definitely getting closer...

All this to say that now that I've got the proportions more or less right from the light influences, all I've got to do now is tweak my materials to match and it should lead to believable results most times. Hoping.

That shadow is rather troubling though, regardless of the tall obstructions...
01.10.2013 09:42 Offline rashadcarter1 rashadcarter1 at aol.com
bullit35744
Member

Join Date: 10.22.2008
Comments: 390
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Really nice render the only thing I have is I would not be able to view the back of the do not enter sign,would I?
01.13.2013 09:05 Offline bullit35744 https://sites.google.com/site/bullit35744
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
-

Haha, I haven't noticed that one.
01.13.2013 09:59 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/


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