It seems that HDRIs have no effect when using volumetrics
That is quite discouraging if that is the case, did you read about this somewhere, or is this thru your own tests? I wonder if changing to a different HDRI might change things or have you tried that already?
I just never thought that previous pose worked well, and I think it was a good idea to change the angle. The shadows you are getting look good.
I do like the lighting and shadows, but the range is just shot. I posted a question about it in lighting but haven’t heard anything. And no, I didn’t read that anywhere about hdris, just seen it in my tests. And I have tried other hdris, same thing. I am going to try some tests with super low scatter density and super high environment image strength. Short of that I may have to composite or post something together. I just want to finish as I am getting sick of this project. I’m thinking about taking a break from blender and spending some time with houdini fluid sims.
Decided to change the scene and put him in some sort of ancient jail. I’m probably going to do two passes and composite some of the facial detail back in, in a render layer without the volume scattering. Overall I like the mood that the scatter provides though. Not going to have much time over the weekend so this is more of less what it will look like. Still a good amount of noise, and too much gloss on the jail bars right now.
This reminds me of a scene of the movie gladiator, when they were waiting behind the gates for their appearance. I think he is smiling too much for a jail
Nice job on these changes…it definitely helped changing his expression. It looks like you have a good roadmap of final tweeks. The only thing it lacks a bit is physical depth between the back wall and the jail bars, the heavy volumetrics has kind of hidden the back wall… so it makes the depth kind of disappear as well… not sure if that makes sense.
I thought you got a new computer…why the hell are you using CPU rendering?..
I actually like the raw patchiness of the beard. To me it adds some realism. He looks like a soldier that an officer would take to task for not being parade ground ready.
@Harley. I have the GTX 780 running in the new box. bUT there is both SSS and Volume scatter in this model and therefore no GPU. Sad face. Oh, and volume scatter is slow as molasses and takes super high samples to not look grainy.
I hear you on the back wall losing all depth. But it’s like you can’t have volumetric cake at eat it too. I’m including an identical render without the volumetric, identical if everything else. It has more range and in a different way more realism, but it lacks a punch.
@Ewizza. Maybe I will keep the patchiness on the beard. He has some facial scarring so perhaps the beard doesn’t grow quite right on him. And maybe he is in his own army’s brig for some infraction.
I hear you on the back wall losing all depth. But it’s like you can’t have volumetric cake at eat it too. I’m including an identical render without the volumetric, identical if everything else. It has more range and in a different way more realism, but it lacks a punch.
I think both versions look good, but the one with volumetrics has something very special. I’d go with the volumetrics into the competition. Can you turn down the scattering for the volumetrics render to get the depth back?
Thanks @minoribus. I did wind up turning the density down on the scattering to get some depth back. It gives me better levels but loses some of the impact of the light rays.
This is the final raw render. I added some light node masks and some sculpting to get a certain shape to appear in the rocks on the left. I wonder if anyone sees it?
I may post a finished project thread, if so I’ll post a link. Thanks to harley, minoribus, and ewizza for advice and critiques.
I think the reduction of the scatter did help bring the depth back, while maybe not as pronounced, the rays still impact the scene. While I didn’t immediately notice the change you made on the rocks, I do think it adds some nice additional detail.
This turned out really strong, Blenderallday. It makes the viewer wonder who that man might be. And the reduced volumetrics are still a good addition. Is that a mouth in the rocks on the left?
Minoribus, thanks, I like the mood of the piece, I happy with the result and am happy to move on to something new. There is supposed to be a face in the rocks. Here it is contrasted. It’s much easier to see at a smaller size, if you squint at a a larger size you can see it too. But I’m glad it’s difficult to see I don’t want it to dominate, ut’s more of a subliminal thing. Although I believe that once you see it, it is definitely there. I mean it’s not an accident.