Re: Semi-final afternoon shot - Criticism appreciated!
Posted: Mon Sep 30, 2013 9:33 am
Hi there
my thoughts - verticals need to be straight - google architectural perspective
looks out of focus, check the AF point?
bump on the white render looks too big a scale
with the glass, I've had this double reflection thing, what I do is - do two renders, one with no glass (will be a lot quicker too..) and then one with the glass geometry added via a geometry group, the glass given a solid black totally reflective material, IOR 1.6+
then actually a third render using the deep-kernel kernel, materialID to get a colour that can be selected in photoshop for the glass 'alpha'
obvious I then comp all these in photoshop, with the glass on top, with a layer mask derived from the material ID render
you can then play with the photoshop layer transfer modes and opacity (screen / softlight / linear dodge) to your heart's content, no double reflections, can photoshop people behind the glass easily, etc, etc
the render for the glass doesn't need to take that long you'll find, and will be very quick, so there's no 'time' hit by doing 2 or 3 renders instead of one, obviously the deep channel material render takes seconds... you can probably do it half res too, as it's only likely to be about 20-30% opacity in photoshop...
hope this helps..
my thoughts - verticals need to be straight - google architectural perspective
looks out of focus, check the AF point?
bump on the white render looks too big a scale
with the glass, I've had this double reflection thing, what I do is - do two renders, one with no glass (will be a lot quicker too..) and then one with the glass geometry added via a geometry group, the glass given a solid black totally reflective material, IOR 1.6+
then actually a third render using the deep-kernel kernel, materialID to get a colour that can be selected in photoshop for the glass 'alpha'
obvious I then comp all these in photoshop, with the glass on top, with a layer mask derived from the material ID render
you can then play with the photoshop layer transfer modes and opacity (screen / softlight / linear dodge) to your heart's content, no double reflections, can photoshop people behind the glass easily, etc, etc
the render for the glass doesn't need to take that long you'll find, and will be very quick, so there's no 'time' hit by doing 2 or 3 renders instead of one, obviously the deep channel material render takes seconds... you can probably do it half res too, as it's only likely to be about 20-30% opacity in photoshop...
hope this helps..