Hi.
I'd like to get some suggestions as to what I can do to make this image more realistic.
I used pathtracing (there's a little noise but I'm certain that will clean up with a few more hours rendering.) The floor is a procedural texture, and the decals are UV mapped.
It feels like it's too clean, but I do want to keep the spirit of "newness." If that makes sense.
Thanks!
ST11 Enterprise Hallway
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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 left right 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 use 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.
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- RichardUpshur
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- tehfailsafe
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Hah!
I was just watching a Voyager last night thinking how fun it would be to work on the a bridge scene...
As for your shot, looking great!
I was just watching a Voyager last night thinking how fun it would be to work on the a bridge scene...
As for your shot, looking great!
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- tehfailsafe
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Curiosity got to me, I had to find that shot because I couldn't remember if the floor was hard or carpeted...
But wow, you really nailed it.
The overhead lights do look a bit more washed out in the film, less brightspot contrasty. Though I know they have to be that bright to illuminate the way they should currently. Hopefully when IES lights are implemented it will be easier.
Great work!
How did you achieve the distorted reflections? Is that just a turbulence on the bump node?
But wow, you really nailed it.
The overhead lights do look a bit more washed out in the film, less brightspot contrasty. Though I know they have to be that bright to illuminate the way they should currently. Hopefully when IES lights are implemented it will be easier.
Great work!
How did you achieve the distorted reflections? Is that just a turbulence on the bump node?
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
- RichardUpshur
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Oh, cool!
Thank you for posting that image. I'm working from a similar screen grab that's just a few frames earlier.
And, yes: I used turbulence on the bump [node] for the floor. The power is .058 and the scale is .5.
I suppose the thing that strikes me about the original is that it's soft (I'm assuming that the camera was moving during the real shot.)
Thank you for posting that image. I'm working from a similar screen grab that's just a few frames earlier.
And, yes: I used turbulence on the bump [node] for the floor. The power is .058 and the scale is .5.
I suppose the thing that strikes me about the original is that it's soft (I'm assuming that the camera was moving during the real shot.)
- RichardUpshur
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Here's the other reference I've been using to gather more detailed information (I tried to stay consistent with the lighting and color in the screen grab):
http://www.startrekmovie.com/panoramas/hallway1.html
(There's a great pano of the bridge too.)
http://www.startrekmovie.com/panoramas/hallway1.html
(There's a great pano of the bridge too.)
- RichardUpshur
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actually that looks like haze to me.
a lot of dp's use haze or smoke for interiors (yes, even on spaceship-corridors) - especially in hollywood.
EDIT: since you can't use smoke in octane (yet) it would probably help already to lift those blacks to a very dark grey.
a lot of dp's use haze or smoke for interiors (yes, even on spaceship-corridors) - especially in hollywood.
EDIT: since you can't use smoke in octane (yet) it would probably help already to lift those blacks to a very dark grey.
Windows7, QuadCore, 8GB RAM, GeForce 480, Cinema4D R12
- RichardUpshur
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Thanks for the feedback!
@Colin -- I see the haze now. And yes: I think lifting the blacks will take it the rest of the way.
I see a few things I want to tweak on the airlock door (mostly the dimensions on the upper and lower bands.) I might bump the lights in the soffit up a bit too.
Thanks for the insight!
(Sometimes I look at something so long, I can't tell what's what anymore.)
@Colin -- I see the haze now. And yes: I think lifting the blacks will take it the rest of the way.
I see a few things I want to tweak on the airlock door (mostly the dimensions on the upper and lower bands.) I might bump the lights in the soffit up a bit too.
Thanks for the insight!
(Sometimes I look at something so long, I can't tell what's what anymore.)
glad i could help.
another good technique when trying to match stuff is to check for highlight-, midtones- and shadow-color separately. that's what colorists do actually.
notice how the blacks have a lot of cyan in them? and the highlights a lot of magenta?
quite a few hollywood movies are graded that way these days.
another good technique when trying to match stuff is to check for highlight-, midtones- and shadow-color separately. that's what colorists do actually.
notice how the blacks have a lot of cyan in them? and the highlights a lot of magenta?
quite a few hollywood movies are graded that way these days.
Windows7, QuadCore, 8GB RAM, GeForce 480, Cinema4D R12