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| | #11 (permalink) |
| SFM Guru Realname: El Lu Join Date: Jun 2006 Location: Santiago - Chile Age: 25
Posts: 612
Downloads: 1 Uploads: 0 | yep indeed, it looks a bit dark... and there no real subject to help giving the sense of scale. i`d take a 20mm lens and give a bit more light from the window |
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| | #12 (permalink) |
| Building better worlds Realname: Steve Join Date: May 2006 Age: 28
Posts: 2,509
Downloads: 0 Uploads: 0 | it's very underlit... make it much brighter, you want a full range of tones in your image from white to black for a properly exposed looking image, and remember your inverse square falloff for your lights. |
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| | #13 (permalink) |
| SFM Guru Realname: Grzegorz Wereszko Join Date: May 2006 Location: Canada/Poland Age: 28
Posts: 349
Downloads: 1 Uploads: 6 | Another shot, lens 20 with somewhat lighter setup. I'll play with the fallofs |
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| | #14 (permalink) |
| SFM Guru Realname: Grzegorz Wereszko Join Date: May 2006 Location: Canada/Poland Age: 28
Posts: 349
Downloads: 1 Uploads: 6 | Thanks all. I think, at current stage it looks more as it should. So tomorrow i'll render off the movie and send it to my friend. Hope he likes it. after all the help i got, he better ![]() Again, thanks. And I've actually learned a few things. |
| Stargate Semi Freak. More of SCI-FI and Computer Geek/Freak :P AMD Phenom 9500 :|: Gigabyte AM2+ AMD690 :|: 4GB Goodram :|: ATI x2600XT | |
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| | #15 (permalink) |
| Building better worlds Realname: Steve Join Date: May 2006 Age: 28
Posts: 2,509
Downloads: 0 Uploads: 0 | you still don't have any proper contrast in the image, you need to play with your lighting setup and/or your exposure control. here's an auto contrast adjustment in photoshop, you can see the difference it makes, you should be getting something closer to this out of your renderer if you're using the right settings. |
| My Image Gallery My Website (under construction) Akula model for sale, $300. Own a copy of one of the most detailed models ever to appear on SFM! Email (address on my website^) or PM me to place your order. | |
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| | #16 (permalink) |
| SFM Guru Realname: Grzegorz Wereszko Join Date: May 2006 Location: Canada/Poland Age: 28
Posts: 349
Downloads: 1 Uploads: 6 | Wow.. i guess there is still a few tweaks to do. I'll see about adding a post processing node in Blender so it can adjust the renders contrast without tweaking lighting anymore. But it will have to wait till tomorrow, its 20 pass midnight, and got to go to work early. hihi. |
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| | #17 (permalink) |
| Building better worlds Realname: Steve Join Date: May 2006 Age: 28
Posts: 2,509
Downloads: 0 Uploads: 0 | i think you'll need to turn the lighting up some more you need a much higher multiplier with inverse falloff, and maybe darken some of the materials. i've no idea what shade the materials you've used actually are, but you should be able to get more hotspot/falloff lighting with that to produce a more natural looking render. |
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| | #18 (permalink) |
| Divine Penguin Realname: Craig Robinson Join Date: May 2006 Location: Rochester, UK Age: 38
Posts: 1,712
Downloads: 0 Uploads: 0 | What you are looking at here is a common problem in architectural vis. Most camera setups simply do not match the way in which the human eye sees a space and what may actually be quite a large corridor in reality suddenly shrinks down to nothing when you put a camera in to do a walkthrough. The problem with playing with the lens sizes is that yes, it does work to an extent, but as soon as you start to move the camera you start to get curvature of straight lines. You really need to try and get a happy balance. Sometimes, the key to increasing or decreasing the appearance of size is to work with light and shadow (as Coolhand has been saying - effectively, if you can't see the seen properly, you can't tell its size properly either). Even the most simple physical keys under the right light can help drastically. Play with your shadow softness (which, looking at your earlier renders, you can probably do as I get the impression that you are using some AO in there?). The softer the shadow, the smaller a space will become. I still remember a specific button that you could press on the Inspire renderer (aka a LW variant) that would make the shadow softness super-hard for 'super large' objects, like planets. On the one hand, try getting some long shadows in there as well to emphasis distance; but on the other, take a look at some of the architectural vis work at places like CG Architect. SFM is good for SF, but a good architecturally dedicated site will help wonders as they are doing this stuff day in, day out. Just as an example, I've attached a render of a large pyramid-like structure that I did about 2 years ago (Blender). You'll notice that without the sharp shadows going through the structure, this would just look like a model (not that is, that these test renders are anywhere near phot-real in the first place), while the 'soft' shadows at the base of the 'people' make them look far larger than they should be. |
| No question is a stupid question if you don't know the answer - If you need help (and you can find us), ask the (Sens)A-Team. Personal website (updated, Mar 2007) :: Industrial-meshes.com :: Professional website (Updated, Feb 2007) Last edited by Sphynx; 05-16-2008 at 08:04 AM. | |
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| | #19 (permalink) |
| SFM Guru Realname: Grzegorz Wereszko Join Date: May 2006 Location: Canada/Poland Age: 28
Posts: 349
Downloads: 1 Uploads: 6 | Thanks for the input. One of the issues with this render is that there is no external light. The overall source of the light should be the room, where as the "window" is actually another room. This original was a subway station. So lighting is quite limited to internal lights. I've rendered the movie with lens set to 20, and we'll see how it works out when I go home. I'm thinking if i should through out all the lights and AO and start from scratch. |
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