Hello Everyone,
Just finished this piece - I’m learning more and more about the render pipeline, and how to use it effectively.
Thanks for viewing!
Hello Everyone,
Just finished this piece - I’m learning more and more about the render pipeline, and how to use it effectively.
Thanks for viewing!
Let’s see
Grass - good
Textures - good
Sky - decent
Cloud thing - decent
Overall - decent
Crits.
-I’d like it if you gave the artificial lighting a bit more oomph
-Candle flames and smoke could use a little work
-Lightbulbs could be a bit brighter
-You could try arealamps to get soft shadows
-Try more contrast in general
-Water looks blocky, increase subdivision at least by a factor of 2
The lightbulbs and flames could use work, but i really like the lighting, and the ripples look a bit pixelated. The plants are done very well :yes:.
Good Job :D!
Sweet. Also, I agree with Otto, so not a lot I can say.
Quick question, though, just cause I’m interested in this kind of stuff, any particular things you learned from this?
BlackBoe,
Well, I have, shall we say, trashed a couple of hard drives on my laptop. I am thinking due to excessive render times. So, I am always trying to get the most done with the least amount of rendering time.
Early on in the project, before I began using render layers and render passes, I added a raytraced lamp to one of the candles to get a feel for the time it would take to get the shadows I wanted. That single lamp took the time from 4+ minutes to 28+ minutes. And that was when I was rendering an image half the size. There was simply no way to render something like this on my laptop.
The final was actually composited from different pics rendered at different times. For instance, the shadows cast on the column from the candle on the stand. In the main (diffuse) picture, I used a lamp, no raytracing for light. In a separate scene, I had linked the tile floor, the columns, the ceiling and the candle stand, then rendered a shadow pass. This saved time, as I understand it, because even though the shadow would not have fallen on the water, garden walls etc, the many verts would be taken into consideration during the render process. I actually used this method to create 2 different shadow passes, then combined them into a single image that I used as an input in the compositor for the final.
Like wise for the specularity, I rendered a specularity pass then fed the image into an rgb curve node, and added lots of blue, then fed it to a blur.
Long story short, I am learning to separate out certain raytraced elements that would otherwise take way to long to render. I have one light in the main scene (moon) that is ray traced. All of the lighting effects inside the structure were composited in from other scenes using far less geometry.
Thanks to all for the crits - nothing personal, but I will probably not make any changes. Your suggestions are all very good, but once I’m done with a project, I’m done. I will use what I have learned and apply it to future projects. This is how I can see my progress.
Best of Luck!
OBI_Ron. Right there is how they’re supposed to be used. Right on.
Too bad I can’t see a better version of this, the reason why is because the idea and setting is quite good, I don’t want to see it go to waste.
I learned from it…it can never be a waste! I really have other projects that are calling my name. After listening to all of the Harry Potter audio books during my commute, I have this image in my head involving grayback and revenge. If I pursue this, it will definitely be a pencil drawing first (notice the complete lack of organic modeling in any of my pics).
Also, I want to build a free standing cabinet in the kitchen for the coffee grinder and maker. I have mahogany for the frame and panel construction, and a left over piece of porcelain tile (131/4 X 28) that I would like to include in the top of the cabinet. I would really like to use Blender to design and visualize all of the components and the construction sequence.
Again, thanks for the crits, and again, no learning experience is a waste!