|
|
On 02/28/2011 09:43 AM, Trevor G Quayle wrote:
> Jim Holsenback <jho### [at] povrayorg> wrote:
>> On 02/28/2011 08:14 AM, Christian Froeschlin wrote:
>>> Jim Holsenback wrote:
>>>
>>>> uses no light source ... just an hdr light probe.
>>>
>>> Neat! So it's just reflections and radiosity?
>>
>> no radiosity ... it just made things look too washed out, so I tried to
>> use less emission on the light dome image but couldn't find "sweet" spot
>> that gave me the look I wanted
>>
>>>
>>> The needle looks a bit flat to me, probably due to lack of shadow.
>>
>> yep ... also the edge of the compass case looses some depth as well. I'd
>> appreciate any tips from some of you pros might have on things to over
>> come those issues ... not a bad attempt for only my first few hdr tries,
>> hopefully I'll get better :-)
>
> The overall pic looks nice with the reflections. I imagine the problem with the
> face looking flat is that you are using ambient finishes in your texture. I am
> not a fan of ambient like this, as I always find it makes look fake for some
> reason in my brain, even if it is just used a little. I only use ambient for
> objects that produce light (which is what emission has been added for now). I
> think the inclusion of a light source would help a lot. Perhaps even a small
> area light manually postioned to simulate the sun location in the environment
> map. If you do this, a little radiosity may then help a little more, but keep
> it low so as not to wash out the scene unrealistically.
yep ... using emission on the face plate and needle ... maybe too much.
I think that given the feedback I'm going to need (like you suggested) a
faint area_light might be in order
>
> The problem you are having with trying to use radiosity only from your
> environment map is, as I mentioned before, the sun in it unfortunately does not
> have as high a value as it should in real life (which is a common problem for
> any light probe with bright lights). Because of that, it does not get as much
> concentrated light as it should at the sun location, which is why you get it
> washed out when you bump it up.
a tricky balance with that ... eh!
>
> One minor comment on your model. The backplate looks like it may be too big the
> way the numbers are hidden at the bottom. I know part of this is perspective,
> but it does still looklike if you looked straight on, they would be partially
> hidden. I would suggest making it a little smaller (may ~10%)
hey good eye ... the ior of the crystal is probably to blame for that as
without the crystal it lines up nicely
>
> Hope this helps and doesn't sound too critical. Generally it is looking good
> texture-wise, just needs some lighting adjustments. BTW I do really like the
> ground texture you are using.
nope ... all good feedback (constructive) ... concur with lighting
issues, as with real estate it's location, location, location ... povray
is lighting, lighting, lighting (my toughest challenge)
btw: normal {facets coords 0.05 size 0.05} is what gave the cool look on
the ground texture
Cheers
Post a reply to this message
|
|