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gonzo wrote:
> Jim Charter <jrc### [at] msncom> wrote:
>
>>twenty-something hours render
>
>
> Wow! It's starting to look very good! The flash falloff is much better and
> the remora is an excellent touch for realism.
Thanks Ron.
>
> Only things that look funny to me now are the normal on the shark's skin is
> too pronounced
I agreed it isn't quite right though I am not quite sure which way to go
with it. Right now it looks like wet seak skin to me. It is a bump map
so I can of course reduce the bumo_size. The texture is created in
Photoshop with custom brushes that I dirived from images of silhouetted
tree branches I believe. Right now the texture in that strange area of
being closer-than-I've-ever-gotten, but still not "right" So I cling to
it. IT's a matter of vision as well as technical I think.
and the water in the background should also have a light
> falloff with depth; the bottom of the picture should be a lot darker than
> the top, probably a dark blue-green almost black.
Yes I was playing with some of those effects back when I was
concentrating on the lighting. It is sort of a matter of balance.
Pictures where you see the media effect have more of an overhead light.
Pictures with the strob light and severe falloff seem to have a
clearer look with less media and debris coloring the water. Those
images have more tactility and visual punch it seems to me but loose the
sense of immersion. I guess I was trying to trade these effects off.
Have it both ways. Another envisioning issue. I will have to revisit it.
>
> Is the water color media? If so, maybe a gradient background behind it or
> maybe even negative lights below and behind.
>
>
I was using the gradient at one point but did want to "model" the
lighting in a cleaner way comceptually if I could. Didn't think of the
negative lights idea
The media is basically this:
sphere {
hollow
pigment {
rgbt <0,0,0,1>
}
finish {
ambient 0
diffuse 0
}
interior {
media {
absorption ...
}
media { //bg color
scattering { .... extinction ... }
density {
granite
scale .1
turbulence 1
color_map { a blend }
}
}
media { //bg color
scattering { .... extinction ... }
density {
granite
scale .5
turbulence 1.5
color_map { a blend }
}
}
media { //large debris
scattering { .... extinction ... }
density {
granite
scale 5.5
turbulence .1
color_map {
stepped with transparent color
to get particles
}
}
}
media { //pea soup
scattering { .... extinction ... }
density {
granite
scale .03125
turbulence .1
color_map {
stepped with transparent color
to get particles
}
}
}
}
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