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From: Thomas de Groot
Subject: Urbex - wip 12
Date: 8 Aug 2014 08:10:11
Message: <53e4be23@news.povray.org>
Getting nearer a final render. A large one to be able to assess the details.

Output render in exr format; postprocessed in IC for luminosity balance; 
this copy as jpg.


Now as Cathy's World #13.

Thomas


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From: Thomas de Groot
Subject: Re: Urbex - wip 12
Date: 8 Aug 2014 10:10:40
Message: <53e4da60@news.povray.org>
What do you think? This is a jpg copy of the original exr render, 
without post-processing. Somehow, I prefer this although it is a bit too 
dark.

Thomas


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From: clipka
Subject: Re: Urbex - wip 12
Date: 8 Aug 2014 10:26:48
Message: <53e4de28$1@news.povray.org>
Am 08.08.2014 16:10, schrieb Thomas de Groot:
> What do you think? This is a jpg copy of the original exr render,
> without post-processing. Somehow, I prefer this although it is a bit too
> dark.

I prefer this one, too. I love images that play with light & darkness.


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From: Alain
Subject: Re: Urbex - wip 12
Date: 8 Aug 2014 19:38:08
Message: <53e55f60$1@news.povray.org>
Le 14-08-08 10:10, Thomas de Groot a écrit :
> What do you think? This is a jpg copy of the original exr render,
> without post-processing. Somehow, I prefer this although it is a bit too
> dark.
>
> Thomas

The very dark areas make the bright areas look brighter and beter, even 
if I need to push the brightness of my monitor to the max. I think that 
it beter show the often oppresive feeling you may have in this kind of 
settin.


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From: Thomas de Groot
Subject: Re: Urbex - wip 12
Date: 9 Aug 2014 03:10:19
Message: <53e5c95b$1@news.povray.org>
On 8-8-2014 16:26, clipka wrote:
> Am 08.08.2014 16:10, schrieb Thomas de Groot:
>> What do you think? This is a jpg copy of the original exr render,
>> without post-processing. Somehow, I prefer this although it is a bit too
>> dark.
>
> I prefer this one, too. I love images that play with light & darkness.
>

Yes, me too. Additionally, the post processing flattens out the colour 
contrast. I shall play a bit more with that last aspect but just as an 
experiment not towards a 'final' image.

Thomas


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From: Thomas de Groot
Subject: Re: Urbex - wip 12
Date: 9 Aug 2014 03:10:48
Message: <53e5c978$1@news.povray.org>
On 9-8-2014 1:38, Alain wrote:
> Le 14-08-08 10:10, Thomas de Groot a écrit :
>> What do you think? This is a jpg copy of the original exr render,
>> without post-processing. Somehow, I prefer this although it is a bit too
>> dark.
>>
>> Thomas
>
> The very dark areas make the bright areas look brighter and beter, even
> if I need to push the brightness of my monitor to the max. I think that
> it beter show the often oppresive feeling you may have in this kind of
> settin.

Yes, I agree.

Thomas


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From: Stephen
Subject: Re: Urbex - wip 12
Date: 9 Aug 2014 04:40:26
Message: <53e5de7a$1@news.povray.org>
On 09/08/2014 08:09, Thomas de Groot wrote:
> On 8-8-2014 16:26, clipka wrote:
>> Am 08.08.2014 16:10, schrieb Thomas de Groot:
>>> What do you think? This is a jpg copy of the original exr render,
>>> without post-processing. Somehow, I prefer this although it is a bit too
>>> dark.
>>
>> I prefer this one, too. I love images that play with light & darkness.
>>
>
> Yes, me too. Additionally, the post processing flattens out the colour
> contrast. I shall play a bit more with that last aspect but just as an
> experiment not towards a 'final' image.
>


I would be tempted to use a fill light on the stairs just to bring out 
some detail. I would not know how to do that with radiosity. Would using 
a diffuse reflective object do it. The way that photographers would use 
a white sheet in RL?


-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Urbex - wip 12
Date: 9 Aug 2014 07:16:33
Message: <53e60311$1@news.povray.org>
On 9-8-2014 10:40, Stephen wrote:

> I would be tempted to use a fill light on the stairs just to bring out
> some detail. I would not know how to do that with radiosity. Would using
> a diffuse reflective object do it. The way that photographers would use
> a white sheet in RL?
>

During testing I have used a shadowless light over the stairs. I am 
thinking about a couple of things: a diffuse reflective screen is one 
but may be too 'diffuse' to be effective; a skylight high in the wall 
above the stairs is another. I am not too willing to use a direct light, 
even an area one, as that would be counter to the state of the building ;-)

Thomas


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From: Thomas de Groot
Subject: Re: Urbex - wip 12
Date: 10 Aug 2014 10:01:14
Message: <53e77b2a@news.povray.org>
I believe I have a nice compromise now. I added a screen, simulating a 
skylight in the upper wall of the staircase. With a bit of emission.

Thomas


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From: Patrick Elliott
Subject: Re: Urbex - wip 12
Date: 11 Aug 2014 00:33:19
Message: <53e8478f$1@news.povray.org>
On 8/8/2014 7:10 AM, Thomas de Groot wrote:
> What do you think? This is a jpg copy of the original exr render,
> without post-processing. Somehow, I prefer this although it is a bit too
> dark.
>
> Thomas
Hmm. Haven't commented on this prior, but.. the walls are too 
artificial. While its a good look, walls don't peel quite like that, 
which I think if the problem. There would be color differences in the 
paint itself, lighted in "protected" spots, and discolored in others. 
Their might be bleed through of texture from individual panels (if wall 
board), or other materials, where the same disruptions that peeled the 
paint has warped the underlying material. Also, more protected areas may 
be less patchy, due to be less exposed to the conditions that caused the 
peel, and others might have much bigger patches missing, due to being 
more exposed to the same.

It doesn't "look" uniform, but... its too obviously algorithmic. Too 
"cleanly" non-uniformly damaged. If you get what I mean.

Its one of the things that bugs me about this stuff, and why I never 
dove that far into it over the years, instead of just once in a while. 
POVRay textures are good, when you can't see, in the scale, the 
repetitiveness of them, but not so good in scenes like this, but.. on 
the other hand, I suck even more at "painting" believable details, using 
a static, non-generated texture. lol

-- 
Commander Vimes: "You take a bunch of people who don't seem any 
different from you and me, but when you add them all together you get 
this sort of huge raving maniac with national borders and an anthem."


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