The Glitch -- Part 2 by perpetualrevision
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Description
Glitch: "Hee hee hee! You’ll never find me!"
==NOTES==
I had something cuter in mind when I first came up with this scene, but I had a heckuva time finding a space ship interior that was flexible enough for the two shots, and once I found one, it took a while to figure out how to light it.
Speaking of lighting, I read a forum comment about how lighting with IBLs is "outdated" and "no one uses them anymore," so I figured I’d start adding some info on my lighting setup with my renders, given that I nearly always use IBLs (instead of indirect lighting). When I want something to appear "emissive," I add ambient color to the materials and place a point light nearby (set to inverse square and with a colored edge blend node attached to the Color and Diffuse chips). That’s not only much faster than rendering with IDL enabled, I also actually kinda prefer the results!
Rendered in July 2020 in Poser Pro 11 Firefly at 4400 × 2475 pixels, using direct lighting (three inverse-square point lights and one low-intensity IBL) with Depth Cue atmosphere enabled. View full size on my blog.
==CREDITS==
SCENE: Ship Elements A1 by 3-D-C
CHARACTER: WorkBot and Glitch by the Ant Farm
With additional post-work in On1 filter for Photoshop (on this and Glitch Part 1).
Comments (10)
PandaB5
So there was a glitch after all. Fun render.
perpetualrevision
The Glitch figure was actually the inspiration for these two images. I mean, with a robot bug named Glitch, what could possibly go wrong?! ;-)
Radar_rad-dude
Fine pointers on lighting. Much appreciated! A very cute image here! Most excellent creativity and 'lighting'! Marvelous results!!!
uncollared
Very cool scene. Love the lighting. How do lighting methods become outdated?
perpetualrevision
I suspect lighting methods become "outdated" to the same folks who think M4 and V4 are "outdated." But newer does NOT necessarily mean better! It's not the age of the tools that matter but how you use them :-)
daggerwilldo
LOL,...30 years of Engineering tells me Glitch is always lurking about. I never really saw him up until now. I wonder if he remembers me ?
perpetualrevision
I'm pretty sure this is your Glitch's third cousin twice removed, but yeah, these critters sure do like to gunk up the works of whatever technology you might be working with, physical or digital! Thanks for the comment (and the chuckle!) :-)
enigma-man
Nice composition and you did good on the lighting which is always the part that never seems to look right to the person making the image.
perpetualrevision
Thanks for the comment! For me, the lighting doesn't look right for the first 20 or so test renders (as I make small changes between each). And then, at some point, it looks right! But oy, those test renders... If I wasn't pretty darn sure I would eventually end up somewhere good, the process would just about do me in! :-)
UteBigSmile
Very nice and very funny one, it's very well done!
OmniFX Online Now!
Actually for me I will use any and all different lighting types depending on the scene and background. IBl's, sIBL's IDL's, HDRI which sometimes does not need any light source except that coming from the image itself in ezdome or envsphere. Also with Superfly you can use or create light from the props them self. Prop lighting and combinations of IBL's. For example you can take a floor lamp prop and select the bulb in material room change the ambient color to white or a lighter color increase the ambient value to something higher like 20 and you have light. Lighting is a big issue and is difficult to get just right I always struggle with that. Reality 4 allows you to make lighting changes as the image is rendering.
Excellent render and lighting with the Glitch character!!
perpetualrevision
You can create emissive lights for Firefly as well, just by upping the ambient on a material zone and enabling direct lighting. But it works better if you use seachnasaigh's method of having three parts to each "light casting" prop: (1) light source: a part that looks like the light source (i.e., a lightbulb); (2) emitter: a part that's only slightly larger than the light source but set to be invisible to camera (so it's a light source only), with a very high ambient value; (3) and an aura, a part that's about twice the size of the light source with a double edge-blend setup on the ambient chip. (Search the forums for posts by seachnasaigh and you'll find his explanations of the concept!)
When I do renders that I think will benefit from indirect lighting, I use seachnasaigh's method, even if it means I have to create the emitters and auras myself. But IDL renders take so long, so that's why I more often put an inverse-square point light near the light source and attach an Edge_Blend node to the color and diffuse chips, with a lighter version of my desired color as the Inner Color and a darker version as Outer Color. The results are usually nearly the same as with indirect lighting, minus the aura (which I can add in Photoshop), but so much faster! Hmm, maybe I need to work on being more patient ;-)
Flint_Hawk
Those glitches are way to clever!
donnena
I'm pretty sure I'm related to Mr Glitch somehow!!!
Good info on lighting!!
misumu
Fantastic image. I favor Daz's Iray, which I think is IBL, I think it gives a lot more control in the image, although sometimes some textures react strangely. Thanks for the insight.