test composites
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
Hello, long time octaneers. A couple of composite still trials using HDRI lighting, Comments and critique are welcome. Hope you like. More trials coming.
Nice job, what did you use on the tires in the forest lane HDRI it looks like they picked up the dirt from the road. Was that intentional or happy accident?
Thanks for sharing
Thanks for sharing
Win 11 64GB | NVIDIA RTX3060 12GB
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
The tires were actually simple material. The floor color was picked from the dirt road to match which helped reflect on the model and slight post work in photoshop to lift gamma helped simulate it.
Hey nice work! It looks great. What did you use for lighting and creating such a nice shadow?
Im using a Hdri and hit the "Imp. Samples" for creating shadows on the plane but it doesn't look good and its to transparent. How do you did that?
cheers!
Im using a Hdri and hit the "Imp. Samples" for creating shadows on the plane but it doesn't look good and its to transparent. How do you did that?
cheers!
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- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
I used a hdri that matches with background for lighting scene. Try set gamma value to 1 for you environment map and render setting gamma value to 2.2 and tweaking exposure to get right balance. Also for ground plane I color picked from background picture to get a similar color and adjusted the brightness to match photo. Don't worry if it still looks transparent in render window, looks different once you composite final images in post application.
Hope this helps.
Hope this helps.
Arrrgggg! you beat me to it. LOL nice placement of the shadow catcher to allow for shadow on the bars. I was questioning in mine if shadow would bend or project through. I see you decided it would bend.
But great job anyway. Thanks for sharing.
Looks like you used a meshlight for the bulbs close to the bike. Did you use sILBs option to calculate the wattage or just winged it.
But great job anyway. Thanks for sharing.
Looks like you used a meshlight for the bulbs close to the bike. Did you use sILBs option to calculate the wattage or just winged it.
Win 11 64GB | NVIDIA RTX3060 12GB
- MaTtY631990
- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
Thanks for the comments. Light emission comes directly from hdri map only. Just the map, no mesh lights. Also I think the shadow projection on the bars work quite well and do seem correct.
Do you mind posting your environment settings. Here is the test but there is a light-plane casting the shadow since if I recall HDRI don't cast shadows, reflections yes but shadows no.
I like your dust layer too was that done in post.
I like your dust layer too was that done in post.
Win 11 64GB | NVIDIA RTX3060 12GB
Tugpsx wrote:Do you mind posting your environment settings. Here is the test but there is a light-plane casting the shadow since if I recall HDRI don't cast shadows, reflections yes but shadows no.
I like your dust layer too was that done in post.
HDRI will cast shadows. It depends on the HDRI, most of them have very soft lighting, so the shadows are soft, not crisp.
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