"Want To Post A Picture But Don't Want To Make A Thread" - Thread V6: FOR THE LOVE OF GOD STOP POSTI
4,910 replies, posted
It's hard telling if any natural light is good or not because the trooper's standing in a gray box. The question of whether or not light is accurate is answered by seeing if illumination on any subject is matched with said subject's environment.
true
heres a better one but just as barebone
[IMG]http://puu.sh/stTeX/f6dfb6def3.jpg[/IMG]
[QUOTE=VIoxtar;51424613]Great approach you're taking. What is your technique for creating the light bounce and overall lighting? Really curious[/QUOTE]
It's both a simple and complex system. The actual setup of lights is one sun coloured light, 4 blue skylight lights, and 4 bounced lights. It'd be pretty obvious where the sun one goes so I won't go over that. But the 4 blue skylights are in a cross shape all above the scene and point directly at the middle of the scene with the highest FOV. The bounced lights are very similar, they're also 4 lights in a cross shape but beneath the scene and point directly at the middle with the highest FOV. All 8 of those lights don't cast shadows. The colours of the skylight, bounce, and even sun entirely depend on both the sky and ground. The sky determines both the colour and strength of both the sun and skylight. For example, a clear sky would have a very strong blue skylight due to no clouds blocking or filtering the colour. While an entire overcast would have no blue skylight and more of a neutral grey skylight, and basically anything in between is a low strength blue (what I use in my pictures). The sky affects the sun only really through strength and not much with colour. For example a clear sky would have a very strong sun and an overcast sky would have a very weak sun. Anything in between is still a pretty strong sun, but not to the same effect as a clear sky (again what I use in my pictures). The bounce light is always stronger than the skylight, and always is white tinted with whatever colour that the light is bounced off of. For example, grass, the bounced light wouldn't be a strong green but a white tinted with green.
I hope this helps, it's a giant shpeel of what I do. However I have yet to develop a method to lighting larger scenes in this way.
Edit: I guess I should through a picture here since I'm at the top of the page.
[T]http://i.imgur.com/xCwQulY.jpg[/T]
Thanks for answering. For a followup question; you said sky lights, bounce lights (and even sun) depend on both the sky and ground - what does this mean? How are they dependent on them (practically speaking)? Are you using some sort of automated system that ties different entities' variables together, or is it more of a guideline for manual work you have to do yourself?
It's a big guideline for me. But I probably phrased that poorly, sun and skylight is dependent on sky only, while bounce is dependent on both. The intensity of the sun is dependent on the amount of overcast, while the colour is dependent on time of day. The skylight is dependent on the sky for colour and amount of overcast for intensity. For example, the skylight colour is the generally the same colour as what the sky is and the intensity of the colour (from a deep blue to grey) is dependent on the concentration of overcast. As such if there isn't any overcast it's a deep blue, if it's completely overcasted it's grey, and if it's anywhere (and I mean anywhere 'doesn't matter how many clouds) it's a more faded out blue like the ones in my posts. Bounced light is dependent on the sun and ground. The sun is what determines how intense (and sometimes even how many times it bounces) the light is, it follows the same sort of path as skylight where no overcast is strongest and overcast is weakest, with whatever being in the middle always about the same (again, what I use in my posts). The ground is what affects bounce light the most, whatever colour the ground is gives a tint of that colour to the bounced light. If it didn't all it would be, would be the same colour as sun light. For example, dirt. If the sun light bounced off dirt all surrounding objects would receive a reddish brown tinted sun light, it wouldn't be the exact colour as the dirt nor would it be the exact colour of sun light. The dirt would just tint the colour once it bounced.
Man, second paragraph talking about something in the first paragraph. 'Guess you can't really explain light in little detail. I wish this was automated though, it'd be less of a pain in the ass, and way less likely for me to misplace lights or get the colours/intensity wrong.
My attempt at a sword model
[IMG]http://www.wduwant.com/index_uploads/uploads/3b4e5db38ae1.jpg[/IMG]
Scenebuild with sword model. Got inspired by the fallout fog dlc
[IMG]http://www.wduwant.com/index_uploads/uploads/df8be0d0269f.jpg[/IMG]
the atmosphere on the scenebuild is great
did this one with Bundesheer
[IMG]http://www.wduwant.com/index_uploads/uploads/223a9f350aea.jpg[/IMG]
[QUOTE=SuperChief;51432081][IMG]http://imgur.com/keYnVhO.jpg[/IMG][/QUOTE]
gotta add a .jpg at the end of imgur links or they wont work
Oh, thanks for the heads up!
[QUOTE=SuperChief;51432081][IMG]http://imgur.com/keYnVhO.jpg[/IMG][/QUOTE]
would look great with some rimlighting
[QUOTE=Cone;51432427]would look great with some rimlighting[/QUOTE]
I agree, this was a quick image I made anyways, since I wanted to test those models.
[t]https://dl.dropboxusercontent.com/u/51361672/Spaceman.jpg[/t]
Was more of a lighting test as well as a material test since I spent all of last night trying to get the shiny-ness right.
why do you make your shots so absurdly high res, there's really nothing in them to warrant it
I use poster commands and I've always settled for poster 3, too big perhaps?
resized to 1080p, should load faster now
thanks man, appreciate it.
Try taking an additional picture with mat_fullbright 1 on and setting it to like 5 or 10% opacity so that a lot of the really dark places just light up. It's a very easy and lazy way of doing it.
[QUOTE=Crazy Knife;51437590]Try taking an additional picture with mat_fullbright 1 on and setting it to like 5 or 10% opacity so that a lot of the really dark places just light up. It's a very easy and lazy way of doing it.[/QUOTE]
Could that work in very dark maps all around? I'm trying to pose in this castle-themed map, but the map's darkness is so absurd I can hardly see anything on it unless I disabled lighting.
Yea, i used to light up things that way. It's super easy. Play around with the opacity level, but make sure to merge the picture with your other picture where you use lamps and lights.
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