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Cave lamps [GI 5.31]

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Cave lamps [GI 5.31]

Made with Bryce

Another experiment with method 5.31. The lamp was modeled in wings3d.

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Comments 7

A conversation around the artwork
davidbrinnenArchived

Thank you Peter! Well, the whole concept is now somewhat redundant since we have wonderful new improved TA rendering in Bryce now to cater for much of our ambient lighting needs. Still I suppose it was good practice and really gave be a good understanding of the issues that would be involved.

Peter Manfred TreuArchived

Reminds me on "Riven" Some of your landscapes remind me strongly on the game "Riven", the sequel to "Myst", the sublteness of the rockmaterials and the overall beauty of the atmosphere. Maybe Rashad was right about the shadows but on the other hand the extra lights help to make the cave not too dark so one can see what''s inside there.

davidbrinnenArchived

I suspect you are correct Rashad about the shadows. Since I had to boost the ambient/indirect light from the initial level - which worked fine for the elephants. A more realistic scene, in terms of lighting, would probably be just three pools of light and the lamps themselves, the rest lost in blackness. But in this case, the false light I felt look better for being brighter. At least the method does not destroy water effect, which was something of a concern!

rashadcarter1Archived

Hmm. Looks great. Nice 3d impression. I get the feeling of some haziness perhaps or lack of contrast. The "method" due to the reflection filter might be having a negative effect on contrast levels. I sense that some dark areas may become too bright due to the reflection. Example, where are the strong shadows cast by these 3 distinct light sources? The cave walls should be making it so that there are some shadows that remain deep. There could be more lights that I cannot see explaining the lack of any deep dark shadows. I see deeper shadows at the base of the lights as naturally these areas are in the shadow by the lamp geometry. The cave walls seem to lack this depth but as I consider it it might be due to the terrain geometry as well.

davidbrinnenArchived

I was thinking more dawn or sunset time. The horizon is too light for night I think and would look a bit dim for daytime if looking out from a dark cave lit only with oil lamps. I'm trying to dream up different set ups to out the GI method to the test. Suggestions are welcome.

HoroArchived

Very nice lamp. Cool idea to use GI method 5.31 in a cave. Light looks very good. The 3D effect of the rockwall is excellent. This is a moonlit night, isn't it?

Render ManArchived

Great You sure have a gift in making some very nice scenes. This is a real real looking cave and the lighting is superb. The lamps look very good with the light shining through on the cave walls.