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uses no light source ... just an hdr light probe. 16 x 9 aspect so it
makes a cool desktop background
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Download 'compass.png' (985 KB)
Preview of image 'compass.png'
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Jim Holsenback wrote:
> uses no light source ... just an hdr light probe.
Neat! So it's just reflections and radiosity?
The needle looks a bit flat to me, probably due to lack of shadow.
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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 :-)
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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.
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.
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%)
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.
-tgq
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>Jim Holsenback on date 28/02/2011 01:02 wrote:
> uses no light source ... just an hdr light probe. 16 x 9 aspect so it
> makes a cool desktop background
Very neat!
I like a lot the texture of the plane.
;-)
Paolo
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On 28/02/2011 12:02 AM, Jim Holsenback wrote:
> uses no light source ... just an hdr light probe. 16 x 9 aspect so it
> makes a cool desktop background
Cool indeed. :-D
Like Paolo, I like the plane texture.
--
Regards
Stephen
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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
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On 02/28/2011 11:24 AM, Stephen wrote:
> On 28/02/2011 12:02 AM, Jim Holsenback wrote:
>> uses no light source ... just an hdr light probe. 16 x 9 aspect so it
>> makes a cool desktop background
>
> Cool indeed. :-D
> Like Paolo, I like the plane texture.
>
normal {facets coords 0.05 size 0.05}
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Jim Holsenback wrote:
> not a bad attempt for only my first few hdr tries
no, very nice, just don't expect magic from hdr.
It makes for cool reflections but doesn't usually
replace the need for lighting ;)
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On 02/28/2011 09:43 AM, Trevor G Quayle wrote:
> 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.
yep it did ... added small spot/area light radius just inside the
compass (to give shadow on needle) and radiosity helped (allowed me to
turn down emission I was using to see compass face before radiosity) ...
strange (to me anyway) tho had to turn down diffuse on the brass as well
... anyway WAY better version ... thanks y'all :-)
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Attachments:
Download 'compass.png' (1171 KB)
Preview of image 'compass.png'
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