Forum: Carrara


Subject: A final bionicle update with haze and depth of field attempt

HopsAndBarley opened this issue on Jul 06, 2005 ยท 15 posts


HopsAndBarley posted Wed, 06 July 2005 at 8:29 AM

Hi guys, Ok after this Ill stop it with the bionicle updates. I added some haze (might have overdone it a bit actually). And I tried the depth of field but I have a question about that. It is just a question of checking the depth of field box in the render room, or is there more to it? Also you might notice that I changed the pathways that are between the towers. I went for a boarwalk type structure. This is the first time Ive built an actual scene as opposed to just modeling various objects. i have to say, I am rather pleased with it. (though there are still many things that I would like to tweak). Thanks to everyone who gave me info and suggestions on making it better. I appreciate it. Cheers, H&B

HopsAndBarley posted Wed, 06 July 2005 at 8:29 AM

from ground level...

HopsAndBarley posted Wed, 06 July 2005 at 8:31 AM

A little bit of a closeup. By the way, one of the things I still want to tweak are the textures of the boardwalk thing, those planks dont look very good. :o)

Kixum posted Wed, 06 July 2005 at 10:08 AM

I think you're getting pretty close on this! Depth of field for wide outdoor scenes is debateable. There's more to it than just turning it on. Turning on your soft shadows for your sunlight (unless you're using a distance light) would be cool. Also GI if you're machine will take it is another next step. The modeling and texturing gels and is great and I think you've cranked hard on it! -Kix

-Kix


kelley posted Wed, 06 July 2005 at 3:41 PM

's looking good. Far from 'overdoing the haze', I think you could cut the distance factor and bring the haze in a little closer until it softens the most distant tower. And be warned, as you build bigger, more complex scenes, "the eternal desire to tweak' is the price you pay. And...what is the vehicle with the twin screws used for?


Patrick_210 posted Wed, 06 July 2005 at 4:53 PM

I think you have a cool scene going here, lots of good modeling and composition. Just my 2 cents to make it a tad better, getting soft shadows by using "GI" or "soft shadows" would increase the realism. I might give the sunlight a slightly orange tint to warm up the scene. Also, try upping the bump on the terrain, it's a little flat. Nobody worries about you making changes and showing the WIP, it's interesting to follow the progress. I'd keep going 'til you just can't stand it anymore. Patrick


HopsAndBarley posted Wed, 06 July 2005 at 7:20 PM

Thanks for the input folks. Kelley, ill give it a try with the hazing out of the most distant tower. The vehicle with the twin screws (actually those screw like shapes are part of those dirigieable balloon things, not screws as in propellers). They are an airship design I modeled last year, just thought it would make for a nice vehicel for my bionicle model.. I like the contrast between the high-tech robot character and the low-tech vehicle. Originally those vehicles had a big engine block between the two balloon sections. I removed the engine for this scene because it looked weird when the airship was next to the tower structure. Patrick, Right at the moment Im rendering a version with soft shadows enabled and experimenting with the global illumination. Ill try your other suggestions as well, bumping the terrain a bit (it does look flat), and "warming up" the sun. Cheers, H&B


GWeb posted Thu, 07 July 2005 at 12:09 PM

Hi I still recommend you to use DOF to make ur main character the primary focus for audience. You do not want them to be distracted to the background. I posted an image to give you some ideas with two objects that used the same material.

GWeb posted Thu, 07 July 2005 at 12:10 PM

Other example with glare to brighten the cone material.

GWeb posted Thu, 07 July 2005 at 12:34 PM

Good example of DOF with strong intensity

GWeb posted Thu, 07 July 2005 at 12:36 PM

I used the red cross on an object for primary focus so audience may see it and ignore everything else.

GWeb posted Thu, 07 July 2005 at 12:37 PM

Other exampls on second object. Your scene do not have to be so strong with DOF. It should depend on how much of the area you want audience to look at.

Message edited on: 07/07/2005 12:39


GWeb posted Thu, 07 July 2005 at 12:57 PM

Other example with DOF and mild strong AURA. Aura is to help audience to think that it is organic. Living things have little aura especially with some moving objects. Some moving objects have dust as their satellite that looks like aura.

steama posted Thu, 07 July 2005 at 7:18 PM

very cool examples GWeb


HopsAndBarley posted Fri, 08 July 2005 at 6:08 PM

Thanks for the images GWeb. Its very helpful. Ill try some depth of field experiments in the next few days. Cheers, H&B