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Hi all,
These are my last renders using megapov and radiosity, final touches with
photoshop. Includes:
- lights: point lights with soft shadows (area_light)
high intensity, fade_power 2,low fade_distance
key lights: bluish white fill lights: yellowish white
- radiosity: count 500, error_bound 0.1, gray_threshold 0.0, rest default
- floor: bump_map bump_size 5, specular and little reflection
- globals: assumed_gamma 2.2, exposure 1.6, max_trace_level 10
Any comments? :)
Joel.
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Preview of image 'renders.jpg'
![renders.jpg](/povray.binaries.images/attachment/%3Cweb.45cc6877c339ecd8d8ef73430%40news.povray.org%3E/renders.jpg?ttop=443866&toff=4000&preview=1)
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i like the radiosity effect , but doest like luch the color of your lights
..
those are too flat ..
measn that exterior light must tends to the blue ( <.76,.8,1> is nice
enough for exemple correespond to a 8000Kelvin )
interior lights must tend to the yellow (<1,.85,.75> a 5500 Kelvin bulb)
news:web.45cc6877c339ecd8d8ef73430@news.povray.org...
> Hi all,
> These are my last renders using megapov and radiosity, final touches with
> photoshop. Includes:
>
> - lights: point lights with soft shadows (area_light)
> high intensity, fade_power 2,low fade_distance
> key lights: bluish white fill lights: yellowish white
> - radiosity: count 500, error_bound 0.1, gray_threshold 0.0, rest default
> - floor: bump_map bump_size 5, specular and little reflection
> - globals: assumed_gamma 2.2, exposure 1.6, max_trace_level 10
>
> Any comments? :)
>
> Joel.
>
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JSR wrote:
> Hi all,
> These are my last renders using megapov and radiosity, final touches with
> photoshop. Includes:
>
> - lights: point lights with soft shadows (area_light)
> high intensity, fade_power 2,low fade_distance
> key lights: bluish white fill lights: yellowish white
> - radiosity: count 500, error_bound 0.1, gray_threshold 0.0, rest default
> - floor: bump_map bump_size 5, specular and little reflection
> - globals: assumed_gamma 2.2, exposure 1.6, max_trace_level 10
>
> Any comments? :)
>
> Joel.
Looks good, Joel. Nice results from such settings; I will have to try
them out.
But (yes, there's a but), the effect isn't photo-realistic. It's almost
there but falls short, and I believe it is due to the textures' lack of
imperfection. All flat surfaces have minute variations in pigmentation
and topography. Corners have dirt and edges have slight wearing (even if
new). Cabinets and other furniture are not built perfectly. We usually
don't notice such things because they are so commonplace to us, yet when
we see "perfect" homes in real life, all these thing are there to a degree.
Just some critiques, and I hope you don't mind them. I think your
radiosity settings are great, and your modeling is also top-notch.
Happy POVving!
~Sam
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w00t!
That looks awesome...
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JSR wrote:
> Hi all,
> These are my last renders using megapov and radiosity, final touches with
> photoshop. Includes:
>
> - lights: point lights with soft shadows (area_light)
> high intensity, fade_power 2,low fade_distance
> key lights: bluish white fill lights: yellowish white
> - radiosity: count 500, error_bound 0.1, gray_threshold 0.0, rest default
> - floor: bump_map bump_size 5, specular and little reflection
> - globals: assumed_gamma 2.2, exposure 1.6, max_trace_level 10
>
> Any comments? :)
>
> Joel.
Nice - got a very smooth and techno look to it IMO
--
Stefan
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>But (yes, there's a but), the effect isn't photo-realistic. It's almost
>there but falls short, and I believe it is due to the textures' lack of
>imperfection. All flat surfaces have minute variations in pigmentation
>and topography. Corners have dirt and edges have slight wearing (even if
>new). Cabinets and other furniture are not built perfectly. We usually
>don't notice such things because they are so commonplace to us, yet when
>we see "perfect" homes in real life, all these thing are there to a degree.
I totally agree with this, the right image is "too perfect" for real life.
The sun light in left image is more adjust to reality.
I think with some quasi-imperceptible fill lights (shadowless or so) could
simulate better the imprevisible field of luminosity in a room or any other
hollow space... or maybe some ambient light with very few ammount.
All of this need experimentation...
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Thanks to all for the comments,
I use a bluish white light coming from exterior in order to simulate
daylight, also sometimes I use yellow light for the sun. And I use
yellow/orange light for simulating indoor ligthting. With these two
complementary lights I try to create a nice atmosphere, but I need more
practice...
I wish to put some imperfections in my renders, because it's known that
nothing it's perfect, but most clients don't like to see stains nor wear in
renders. That's the real reality.
Regards,
Joel.
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JSR wrote:
> I wish to put some imperfections in my renders, because it's known that
> nothing it's perfect, but most clients don't like to see stains nor wear in
> renders. That's the real reality.
My feeling is that if an effect is noticeable, it's probably overdone.
In that vein, add some color / normal / finish variations that are
hardly perceptible would go a long way. You can do all kinds of things
by making textures that are slightly different, and then layering them
in a texture map via the bozo pattern.
...Chambers
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