I get the feeling something’s off/missing from this scene. I welcome the C&C.


P.S. Can anyone suggest a good (and free) image hosting service. I hate the one I used for this because it can’t remove an image once it’s uploaded… no user registration etc. It was quick and I was in a hurrry.

** EDIT: Ok. I’ve switched to ImageShack. **


theres to much black and give the peatles a slight translucency


I’m not sure what you mean by too much black. If you mean my shadows are too dark then I can try to improve that but the pitch black area toward the back of the scene is actually the effect I’m trying to achieve. I’ll take you up on the translucent petals though.

Back to Blender then…

Slight modification this time. I’ve changed some light sources and softened the shadows a bit. I haven’t made the petals translucent or transparent. Doing that causes the ramp shading of my petals to lose effect.


Nice work on the flowers, love the petals.

Nice image!

I don’t understand the upper flower, tho… is it growing down from the “roof” or…?

You might try a run with AO on, or tinker with yafray to see what you get… also turn up the samples on your light to lessen the banding on the soft edges… very good feel to the picture!

Sorry about the confusion with the upper flower. The original idea was to have them growing from vines all over the place. I’ll have to work on that for future renders. AO is on actually. The “grain”, especially on the pink petals, is as a result of it (although I suppose the effect is a bit subtle). I’d disabled AO’s effect on everything else in the scene so I could keep the dark areas dark but that may change.

I don’t think I have anything here that I necessarily need Yafray for but my main deterent was that it doesn’t render the ramp shading on the petals (or I don’t know how to get it to do so :-? ). I’ll work on the banding but it really only showed up AFTER I turned the samples up to 3. Thanks for the crits!

it really only showed up AFTER I turned the samples up to 3.

Stewie, think of the samples as the number of simulated light sources (altho this probably isn’t technically correct.) Because you only have it at three, there are only three “levels” of gradient on your shadow edges (again, probably not an exact explanation, but close for now…) I would recommend switching to a small area light placed further away with the samples in each dim (x and y) up to at least 8 (but higher makes softer) I know this’ll bump up your render times significantly, but the quality is worth it. Your flower model deserves a good quality lighting setup. (Not that this would be “good” necessarily… just something to try) I would continue to use and tweak the AO… you can still achieve the high contrast you seek in other ways (like post proc.) (How do you “disable” it for some parts of the scene, btw?)

Keep at it, man!

I’ve been away from my PC all weekend… sad, really. Anyway, thanks for the explanation mzungu, I’ll post new shots as soon as I can. Lighting has always been a pain for me.

About your last question, I’ve found that I can adjust the effect of AO on a material by adjusting the Amb slider in the material settings (makes sense when you think about it). I stumbled on it while I was trying to get that all-white floor/background studio effect. AO (by default) adds light to the scene - like ambient lighting does. The Amb slider controls how much of that ambient energy the material receives; zero cancels the AO effect. I don’t know if this is “right” way to achieve the result but it works for me.

stewie, cool solution! Thanks for sharing the info! I’ll have to give that a try sometime. I’ve tinkered with the ambient settings on materials in the past, but without much success (usually just seeing a difference when gamma settings are messed with… and a bad difference at that :-? )

I’ve been trying to get the “studio” effect myself lately, too (white/neutral background with soft shadows and white reflections - like speedtiti’s work - and others, too - basically trying to get Blender to render like Brazil or other “pro” tools…) Any thots you have on this topic that you’d like to toss out there would be appreciated!

I suppose this ought to be posted under another topic in Blender General maybe, but what the heck… these are my attempts at a pure white background setup using Ambient Occlusion:

The scene:

  1. A default lamp
  2. Suzanne with the default grey material
  3. A plane with material colour white
  4. A world with horizon colour white (zenith colour can be anything as long as you turn off “Blend” beside the preview which I did)
  5. “Ray” enabled in the render buttons area :smiley:

Now the good stuff!

AO off

AO on. Plane’s material Amb set at default 0.5

AO on. Plane’s Amb set to 1.0

AO on. Plane’s Amb set to 0 (compare to AO off above)

AO on. Plane’s Amb set to 1.0. Plane using Ray Mirror set to 0.75

You can use any colour you want (white’s just the easiest to do) but you may have to play with the floor’s Amb slider or the energy of the lamps or the energy of the AO to ensure a smooth transition from floor to background. I find that a larger plane sometimes helps. For a single background colour, I find it best to match the floor and horizon as a start and tweak from there.

I haven’t tinkered yet with gradient world colours and I suspect it may be somewhat more difficult to achieve. I hope I’m wrong though. I’ve just realized that I did not try rendering Suzanne with a mirror material herself. I suspect that I would need to add stuff to the scene for her to reflect though, even if the objects themselves don’t appear in the render. Otherwise she may look pretty much white. Who knows?

Anyway, maybe my tests can inspire some ideas!

yeah, sorry for getting off-topic…

good info, again, stewie… thanks for posting that stuff. It’ll come in handy…