|
|
Op 18/02/2021 om 04:59 schreef Robert McGregor:
> Here is the result of assembling my sci-fi assets into a scene, as astronauts
> investigate an ancient alien artifact at sunrise on a distant world. The
> material I used for the orange/glassy portion of the artifact was incredibly
> slow to render, so it took almost two days.
>
> As a post-processing step I also wrote a simple brightness mask scene file that
> reads in an existing image and masks off (as black) areas that are below a
> specified brightness threshold. A simple 5x5 Gaussian convolution matrix is then
> iterated across the resulting masked image to blur the remaining pixels for a
> simple glow effect (not sure if this is similar to what Sam Benge does for his
> multi-pass rendering methods that I posted here a decade ago, the glow results
> are then composited with the original image (e.g., the halo around the
>
Excellent! And Thanks for the detailed explanation; I shall note that
carefully down for future study and use. The pose rig is particularly
interesting for me. I have done some of this in Poser and there it is -
not difficult - but demanding a close attention. How is this in Blender?
more straightforward? Somehow, I guess it needs a close attention there too.
--
Thomas
Post a reply to this message
|
|