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The girl on a stone

Comments 6

A conversation around the artwork
slepalexArchived

Thanks for the comment, Horo, Rashad. To tell the truth, I practically didn't apply mode Ranged though I represent a principle of its action. It will be specially necessary to try in any scene.

HoroArchived

Definitely a 5/5 for the composition. The radial to light up the lady on the stone may look a bit inconsistent as far as lighting is concerned, but she's the focus of this scene so she deserves a bit more light. My quibbles are the cliffs. They look a bit coarse to me.

rashadcarter1Archived

Linear Falloff extends to eternity. It just gets continually dimmer with distance. Calculation cycles are wasted computing variances that are far too small to perceive. This radial was indeed adding render time to the clouds, however not too much since it was only a single point source. As far as I have seen the only mode that truly limits the area of illumination resulting in faster rendering is Ranged. If tempered carefully, it can literally cut render times 80% depending on the scene and the content being rendered. It is a tricky thing to get going but worth it.

slepalexArchived

Thanks, friends, for comments and remarks. Yes, really, here one Radial Light with a mode of falloff Linear. Therefore I haven't excluded a cloud from illumination. I haven't dared to use IBL for the known reason. :))

davidbrinnenArchived

As Rashad observed, exclusion of volumetric materials is still not fully optimised and indeed the bug becomes evident if a solid object is put into contact with an excluded volume material. But that is another story. The water is very good, I like the way foam follows the land. I noted this in your other scene as well. The sky and clouds work well. Again, as Rashad observes there is a minor discrepancy in lighting between the foreground and the rocks seen in the distance. The overall effect though is quite pleasing and I don't think it detracts from the scene.

rashadcarter1Archived

Looks awesome. Scene composition is first rate. There is a good sense of openness. The only issue for me is the indirect light. Seems that there isn't any other than near the character. I might have suggested you find a way to get indirect light onto all of the surfaces. Surely, I have found that when rendering a scene with a volumetric cloud plane, the more lights you add to a scene the slower it renders, even if the volume slab is excluded. Seems volume slabs can always "feel" the presence of all point lights within a scene. So I understand why you might not have used a Light Dome or IBL and instead settled for a single radial.