cloister
The fog is all indigo, the only post pro I did was in violet for the tone mapping. The fog is quite a heavy fog, the material is a sss material. Uniform sss 0.02, with slight absorbtion ( 0 , 0.024 , 0.024 ). The whole scene is encased in a box of the fog material. I do have another test scene I did thru renderranch with a really heavy fog I will try and post that one later, it has quite a few mistakes in it but the fog in it looks fantastic.
Here is a another scene done thru renderranch, its got a ridiculously high fog/mist in it. And there is a a few problems with my model, biggest problem is the windows on the left of the picture are not lined up properly and there is light leaking around the corners. They looked ok in blender, but they seemed to have moved slightly on exporting ( I probabley didn't apply scale and rotation to the objects)... But how cool is it that indigo will do coloured mist and show the light rays coming thru the stained glass windows.
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ok now i got itlar111 wrote:The fog is all indigo, the only post pro I did was in violet for the tone mapping. The fog is quite a heavy fog, the material is a sss material. Uniform sss 0.02, with slight absorbtion ( 0 , 0.024 , 0.024 ). The whole scene is encased in a box of the fog material. I do have another test scene I did thru renderranch with a really heavy fog I will try and post that one later, it has quite a few mistakes in it but the fog in it looks fantastic.
many thanx!!!
Love the scene (first one... okay both, but about the first one...) you're getting the typical ivy generator effect that makes it look like your ivy is upside down. Looking closely, all the leaves are oriented point-up and are facing downward, not toward a day light source, as would be logical/normal.
-mzungu
"The fear of the Lord is the beginning of wisdom" - Solomon
"The fear of the Lord is the beginning of wisdom" - Solomon
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That is superb! I've been working on rendering medieval church sites too (I'm an archaeologist).
Can you tell me how you modelled the tracery? I've been searching for low-poly ways to model tracery for years now and yours is some of the most satisfying I've seen, from a geometry point-of-view especially. Please do share!
Can you tell me how you modelled the tracery? I've been searching for low-poly ways to model tracery for years now and yours is some of the most satisfying I've seen, from a geometry point-of-view especially. Please do share!
By tracery I guess you mean the stone work in the arches, I was never really sure what it was called.. And yes I know its really difficult to get it looking right, I'm still not happy with it myself.. I made numerous attempts at it, but its one of those things that just seem to be really difficult to model nicely... What I ended up doing was copying a row of vertices from the arch, scaled it down and extruded to make some width and then extruded back to make some depth and then simply made a few copys and lined them up to form the stone work.. Its really nowhere near as detailed and complicated as some of the pictures I have seen of cloisters. But it was better than all my other attempts.. Oh and amiasinton, that sounds really interesting the work you described ( modelling medieval churches), if you ever want a hand with it I would love to help with projects like that..
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