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AdeleAlli
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Re: Light & textures - rendering examples of this and that.

Very nice!
Seems you're getting the hang of it.

Here's a tip:
Try to scale down your background image so that the sky starts at the top of the green area of the sky template, and watch what happens.

Cec


Thanks, I think now it is better :)



But the problem is that I should scale a lot the background image in order to have a large covering of the sky, and this brings a lower quality of it.
[Sep 1, 2018, 12:04:41 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
AdeleAlli
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Re: Light & textures - rendering examples of this and that.

Here is a result I obtained using your template Cecilia.

What do you think about it?


For the one with seaview, I think you placed the horizon way too high. Make sure the horizon and the distant mountain are within the green band in Cecilia's template.


Here is the result, I think it is better, thank you Rontant.


[Sep 1, 2018, 12:57:15 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
rontant
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Re: Light & textures - rendering examples of this and that.

Yes, you got it. Well done. Bravo!
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Ceciliabr
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Re: Light & textures - rendering examples of this and that.

But the problem is that I should scale a lot the background image in order to have a large covering of the sky, and this brings a lower quality of it.


Seems you are using a wide angle FoV here.
Try setting the FoV to around 60 and move the camera back until you have a nice shot.

Note: you can move the camera further back to see the coordinates better. In fact you can move the camera anywhere on the x,y and z -axis, and your preview will still show exactly the same sector of the sky.



Do this again:



Look at the coordinates. Your image does not need to cover more than what's inside the coordinates, neither the width or the height.


Cec
[Sep 1, 2018, 2:48:46 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
AdeleAlli
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Re: Light & textures - rendering examples of this and that.

I tried to change some parameters, to adjust the virtual visitor and to scale the background image, here is the result:


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Mike53
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Re: Light & textures - rendering examples of this and that.

Wonderful, expert, tutorial, th Cec
[Sep 3, 2018, 10:48:50 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Ceciliabr
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Re: Light & textures - rendering examples of this and that.

@ AdeleAlli

I think it's better when the horizon/sky-image is sized this, but maybe you should select a wider image, so that the horizon is covered for the full with of the snapshot.

If I could see your project file, I could make some suggestions about using the sky image.



Cec
[Sep 4, 2018, 10:09:13 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
okh
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Re: Light & textures - rendering examples of this and that.

Thanks for the tutorial, Cec. Brilliant as usual. I suspect quite a few of us have struggled with getting a (mountainous) horizon right.
  • Just to emphasise the point you also made in the cheating thread 7182, using a template for the sky is a good idea to deal with the projection Puybaret explained in thread,5533#24187.
  • There are some nice ways to find real 360° panoramas if you are willing to do a stitching job - and depending on the landscape.
    • Creative use of various street-view images.
    • Google Earth type services, such as Virtual globe (good detail for Scandinavia, less so elsewhere - use numeric input to grab the pictures from consistent hight and correct angles).
    • Or, if the plan situation has a reasonably clear view of the horizon, climb up on the roof and take panorama images.
  • Point is, a template will make the stitching and projection editing significantly easier.
You may also have mentioned this, at least implicitly, but the sky texture starts and ends RIGHT in the SH3D view. I.e. if the SH3D compass points the default North, the panorama texture will begin at due East.

So far, so good - 4:1 (360×90) grid, vertical degrees compress towards zenith to adjust the panorama gives a general feel for the location with approximate views from around the house. Forgetting picture perfect for a second and thinking vertical accuracy: what is the best scale? Sure, I know there is a difference between 3D view and hq rendering (feature request 668). And as long as I can get a general idea what I will see from my favourite chair, I can live with inaccuracy (gave up on an accurate starry night sky smile ). But I have this unpleasant feeling that I am missing something with my 360×90 grid.

The image below is late October midday sun at 60° North(should be some 18° above horizon - placed on in image as illustration). But in addition to the 3D view showing more sky than the rendering, I cannot really make up my mind whether it looks (approximately) right.

Btw. and just for reference for anyone coming across this thread, there are some good tips in the blog too:
Sunlight simulation - an all time favourite, useful for practical planning.
How to add a scenery....

ok

PS. As Xiste pointed out, yours is a perfectly good hjell. Only smell missing.
..stoccafisso and regarded a delicacy...
Tried stoccafisso again recently in Veneto, thinking that my taste might have matured. It had not. But my Italian friends were unperturbed by the distinct taste and smell. Most strange.

[Sep 4, 2018, 1:41:50 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Puybaret
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Re: Light & textures - rendering examples of this and that.

Thanks for sharing this very nice tip Cecilia smile

I added a link to this thread at the end of the tip about adding a scenery around a home, and I'm going to try to fix the issue that shows a different mapping of a sky texture in the 3D view and in SunFlow. I probably never correctly programmed the 3D view mapping. The problem is that it may break the computability of old files in the coming version, with skies a little different in the 3D view sad
Note that the version 6.0 should also fix the frustum issues that remained.
----------------------------------------
Emmanuel Puybaret, Sweet Home 3D creator
[Sep 5, 2018, 9:50:01 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
okh
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Re: Light & textures - rendering examples of this and that.

I'm going to try to fix the issue that shows a different mapping of a sky texture in the 3D view and in SunFlow...
Maybe, it is just me, but it would be a great help if 3D view and rendering were the same. And even better if I could understand the projection and manage to make a reasonably accurate template... smile

Sorry for messing with your thread Cec, but I could not help thinking about the vertical scale after more testing with your brilliant template. And although I am mathematically challenged, maybe it is as simple as calculating the sine of the angle to place the horizontal lines (???). I put it into an .svg template (which again can link to a panorama file for scaling, link is Inkscape compatible).

pan360.svg


The pan360.svg links to file pan360.jpg (same directory), e.g. a Tromsø panorama to study stoccafisso and hjell-building:
pan360.jpg (3600×900)


Test rendering using sine of angle to place each horizontal line above horizon. At least it looks better.
.
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