Norway
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Re: Light & textures - rendering examples of this and that.
I placed some panel lights here and there
Yeah, right! I counted more than 20 new light sources, and you did not just sprinkle them "here and there". I think your "minor modifications" are well worth a study for anyone interested in advanced lighting.
I would have liked to see the project file for your second image as well.
Denmark
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Re: Light & textures - rendering examples of this and that.
Everytime I see your interiors I can hear this music in my mind
Cool! Thank you for this. Angelo Badalamenti was totally unknown to me – a new favourite. I was only eleven when Twin Peaks was the talk of the town. It was not my cup of tea – back then.
I often find myself listening to music when I'm working.
Denmark
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Re: Light & textures - rendering examples of this and that.
Hi everyone,
since some of you are still reading this thread (and I'm also getting e-mails about it) I need to point out that some of the earlier posts here are posted prior to the release of SH3D version 6, meaning that some of the info and statements are no longer valid. So please don't mail me about errors. I'd rather you posted your comments here, so that your info and suggestions are shared.
Thank you all for reading this thread and for sharing your thoughts.
Denmark
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Re: Light & textures - rendering examples of this and that.
Why use a textured sky?
Travelling from the Norwegian mountains to spend the second half of our summer vacation in Antibes, I can’t avoid noticing the distinct difference in the light and colours that separates the nordic sky from the mediterranean sky, both at daytime and at night. In Norway the summer nights are never completely dark. There’s always light at the horizon - a light that makes it easy to navigate at night, even when there is no visible moon.
Spending my adolescence in Oslo, I never really had any thoughts about this nordic phenomenon, since there are always a lot of lights in a big city. Now I can’t help wondering if these differences have an impact on the inhabitants. In my experience, I sense that people who are living further south, have a temper that reflects the more abruptly change of daylight to night, while the northerners have a tendency to build a temper more gradually , reflecting the ever so slow transition between day and night – which increases the further north you get.
A lot of famous painters have turned to the Riviera to catch the magic of the Mediterranean light, whilst others have gone to Skagen (Denmark) to experience the enthralling colours of the Nordic sky.
EXAMPLES
Mediterranean light on the left – nordic light on the right.
I absolutely appreciate the mediterranean light, and I love the mellow haziness that is depicted in the mediterranean paintings... but...
Working with SH3D for several years now, I have found that the SunSky is using the mediterranean colour scheme, no matter the settings of the compass: Wether you set your co-ordinates to Longyearbyen (Spitzbergen) or Nairobi (Kenya), the colour scheme of the SunSky remains the same. The SunSky is not taking the Rayleigh scattering into consideration. The blue component of the spectrum (and shorter wavelengths in general) are scattered by nitrogen, oxygen and other gasses, and this will become more and more visual the further north ( or south) you deviate from the equator. And the further from the equator you go, the sharper and less hazy any distant element will appear, since the atmosphere gets thicker the closer you are to the equator.
I have created some example images:
MORNING
A morning shot with Sun Sky
Same shot with a textured nordic morning sky.
DAY
A day shot with the default SunSky:
Same shot with a textured sky ( nordic sky)
NIGHT
A night shot with the default Sun Sky
Same shot with a textured nordic blue night sky
Are there any significant differences in rendering time between these renderings? No, not any significant differences; normally just a few seconds – maybe a minute when using very large sky textures ( 6000 x 1500 px and upwards).
I have only used 3D models to create these images. When using 3D models instead of textured surfaces, the shadows are always displayed related to the direction of the light sources, wether they are generated by a natural light source ( the sun), or created by one ore several artificial light sources.
I have attached the project files in case anyone should be interested in studying them. These project files will by default render the images as shown with a textured sky.
(The 3D models used in this project are either my own creations or models that come with SH3D, so any 3D model or texture can be extracted and used freely )
Cecilia
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last edit by Ceciliabr at Jul 17, 2019, 5:19:51 PM]
UK
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Re: Light & textures - rendering examples of this and that.
Thank you very much Cec, very interesting, and some great textures, i managed to keep 8 of these , but, unfortunately i couldn't see the morning sky, all 3 had the same, would love to try that with my recent project if that is possible. And i continue to learn from you, just realised what you meant when you say color and texture to create ambience for the render, i did not know both could be used simultaneously, thx for that too. Keep up the great work please. MIke
UK
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Re: Light & textures - rendering examples of this and that.
Thank you again Cec, perfect, and the object "horizon", when reduced down to 11m or so, makes an excellent natural looking pond, double well done on that 1