Ancalador Wrote:I've tried to download the .exe three times now and each time Chrome claims that it is Malware and won't let me use it. Is this a problem on my end or not?
mrttao Wrote:this is not malware
Ancalador Wrote:Sorry about that, I wasn't trying to imply that it was
Commodus Wrote:Okay, let's see if I can use criticism constructively.Spoiler (click to show/hide):
Better? Worse? Two steps forward, one step back? Vice versa? Does it address any issues you had? Does it create new issues? Does it make you feel more comfortable with the possibility of me creating the artwork for this game or less so? Any feedback at all would be appreciated.
Commodus Wrote:mrttao:
Great job on the map! I made myself one in paint, but it was a mess of crisscrossing lines. What a wonderful way to present the information clearly and succinctly.
Commodus Wrote:Also I added depth of field, to make it look a little more like a photo.
Commodus Wrote:That being said, it was probably a stupid waste of time adding volumetric lighting to the candles
Commodus Wrote:AllenAndArth:
There isn't another link, as far as I'm aware. You may want to ask STR if he'll host it elsewhere or give others permission to host it elsewhere, since it's always a good idea to have mirrors. If you want, you can PM me your email address, and I can email you a copy as an attachment.
mrttao:
You don't need to apologize. You have a valid point, but there are a few things you may not be considering. I've read some articles on realistic rendering. Now, I'm taking what these authors wrote as fact, but their argument is that by adding things like depth of field or chromatic aberration, you make the render seem more real because it tricks the viewer into thinking of it as a photo instead of a render. Photos are based on things that exist in the real world, so if it looks like a photo, the things photographed must exist somewhere. It's recommended putting it in an unimportant location as to not detract from the image. So that psychological trick is one reason.
Another reason is that it saves the artist time. Why bother with a high resolution texture on something in the background when you can simply add depth of field and hide it with the blur.
The biggest issue, and I can attest to this some from my own experience, is that you'll never be able to capture the dynamic range of a human eye. You'll never be able to create in a still picture everything the way an eye can see it. The render or game is captured and expressed to the viewer through a virtual camera, and that camera acts like a real camera, with a similar range. Let's take my renders for example. The first one is much more realistically lit. It's a Romanesque church. I've been in one in a part of the world prone to power outages, during a power outage in the middle of the day. It's pretty dark inside. We take for granted how powerful light bulbs are. The average candle has the light output equivalent to about one-twentieth of a watt. Anyone at home during a power outage can attest that a dozens of candle light a room far less than a single lamp. I actually toned down the sunlight in the first image quite a bit, because the camera could not see both the darker areas and the sun at the same time, unlike a human eye which can focus on both in rapid enough succession to keep them both visible.
Similarly with the dust. If there was no dust, there'd be nothing for the light to bounce off of, and you couldn't see the light streaming in through the windows. The trade off is that the dust makes the rest of the image look grainy. I actually did an attempt where the dust was only around the windows, but it was laughable how noticeable it was. So, I tried to strike a balance the graininess with the realism of the light coming in. The lighting in the second photo is horribly unrealistic. As I said, I lit it like a photo shoot. There are key lights and fill lights on all the figures and on the parts of the background around the characters, like in a photo studio. The result is that it looks better, even though one could be thinking that there is no way the light from the window could be hitting that character from that angle or that there is light coming from a solid wall. Still, treating the camera in the software like a camera and the scene like a photography session yields better results, because that's basically what's happening.
In other words, you'll never get a realistic render because it is impossible to make a 2D image look real to the eye. Since you're working with a camera, getting something that looks photorealistic is the best you can hope for. Now, there are cameras that have long focal lengths and chromatic aberration is something produced by cheap lenses and film, so photos don't need to have them. Still, if someone doing a render or working on a video game can't get the background looking good while also getting the focus to look good due to limitations imposed by the camera, then it's probably better to downgrade the less important aspect in a way that works with the camera.
As I said, I'm basing this mostly on what I've read, and they may be completely wrong, but my limited experience agrees with it. It seems better to treat it like photography and shoot for photorealism because that's one of the limitations of the medium. Then again, I don't really know what I'm talking about, or if I'm even making sense, so I'll shut up.
That being said, it was probably a stupid waste of time adding volumetric lighting to the candles when I was just going to blur them with depth of field, and nobody mentioned the candles as an issue with the first render, but it was bugging me. Also, thank you for your feedback. Even if I can never make it look better than a photograph, and it's pretty obvious I'm still a long way from that goal, I suppose I should endeavor to make it look like a photograph taken by a top-of-the-line camera instead of using cheap tricks to save myself some work and trick the viewer. On the other hand, this is intended as a proof of concept. I can't afford to spend too much time on something that's like this.
Okay, this time I really will shut up.
mrttao Wrote:PS. what dust? Are you referring to the film grain effect? that makes the entire thing looks like it was shot in an ancient and rather bad camera that intoduced severe artifacting and that doesn't really hide anything. If this was meant to be dust particles then it doesn't look like any dust I ever saw. It is actually by far the biggest issue I am seeing
Commodus Wrote:mrttao Wrote:PS. what dust? Are you referring to the film grain effect? that makes the entire thing looks like it was shot in an ancient and rather bad camera that intoduced severe artifacting and that doesn't really hide anything. If this was meant to be dust particles then it doesn't look like any dust I ever saw. It is actually by far the biggest issue I am seeing
The entire scene is set in a null cube with volumetric scattering. It creates the effect of dust in the air and gives the light something off which to bounce, allowing the light rays coming through the windows to be visible. At least, I think that's what causing the grain effect to which you are referring. I remember noticing it early on and trying to work around it, but in the end I decided I liked the light rays more than I disliked the grain, although I did turn it way down from where I started, so it may have just seemed better by comparison. If I do something like this in the future, I'll probably just render it twice, once with the scattering and once without. Then I'll use a mask to merge the rays from the scatter image onto the non-scatter image. That way, the only area with the grain would be the bright spots near the windows.
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