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marlo.steed
02-21-2004, 08:10 AM
This is suppose to be a representation of Camelot's round table - still texturing shields on the wall. This is a raytraced version, the radiosity version sheds more light on the dark areas. There is only one light in the scene (spot light). I plan to render the final out in radiosity. Suggestions are welcome.

FlashDS
02-21-2004, 12:39 PM
I imagine that the round table at Camelot would be at least twice the diameter of yours. I've always seen it in films and illustrations at about 15' across.
The volumetric light is perhaps a little too strong & saturated. I think it distracts the eye from the foreground.
I don't known if this is the composition you plan to use, but the table going out of frame and the emptiness on the right seem out of balance. Then again, I don't know your purpose.

It's an interesting scene with a lot of detail. I look forward to seeing it in full light.

marlo.steed
02-21-2004, 10:25 PM
Thanks for the feedback. You are right, balance was a problem and so was the size of the table. I have increased the size and moved it into center. The lighting, well ...is actually an issue I am not sure how to address. Part of the problem may be the difference in gamma settings so I have adjusted according. However, the radiosity version will be considerably different.

marlo.steed
02-21-2004, 10:29 PM
I did a radiosity rendering early on (so ignore the positioning of the objects and the textures), it takes forever so I am waiting for the final render to do the radiosity version. Do you think that the radiosity will improve the lighting sufficiently? I will probably only have time for one shot at this.

NightEye
02-22-2004, 05:03 AM
I liked the previous ones better :)

lede
02-22-2004, 02:38 PM
First off nice start. By the looks of the radiosity picture you might overlight the room. Try and turn global lighting down or even off then add a point light for a fill. This should help light the back wall and give it some shadow depth.

-Lee

marlo.steed
02-24-2004, 12:15 PM
Thanks for the feedback. I had actually started to think the same way about the lighting issue. I will add some lights along the back walls and underneath the structures to emulate radiosity and see how that goes. I have gone back remade the Unicorn heads from scratch because they needed to be a bit larger and more dramatic and and which should make them more centeral to the image. I am hoping this will provide more of a focus to the foreground.

marlo.steed
02-25-2004, 11:27 PM
Okay here is the latest iteration. A few lights make a huge difference in rendering time....

What do you think now? Is this better or worse, after looking at so many renders, I start to question my own judegment.

marlo.steed
02-25-2004, 11:37 PM
I have just noticed a problem in the render. It is weird. Here is the problem circled in red. I have a texture applied to a volumetric spot light.

marlo.steed
02-25-2004, 11:38 PM
When I use Viper I also see the problem as shown below in the preview of the volumetric light.

marlo.steed
02-25-2004, 11:39 PM
Here is the volumetric settings.

marlo.steed
02-25-2004, 11:40 PM
Here is the texture settings that are applied to the volumetric spot light. Does anyone have any ideas as to what is going on?

voxel10
02-26-2004, 03:46 AM
This scene has a lot of potential-

First off- I like the original composition-this scene is so often depicted straight on with all the nights etc... Maybe one of the knights didn't get the memo about the meeting and was a little late- you could have him walking up on the right...

broli
02-26-2004, 05:08 AM
nice work man.I really like the concept how the round table is stated somewhere high and where the sun light enters and lights the whole room.Good job man

PS: please check your pm nighteye

Exception
02-26-2004, 06:43 AM
volumetrics are a *****. maybe its the end of the cone? Who knows, there are so many errors in them...

Id steer away from them. Do it in post.

marlo.steed
02-28-2004, 02:12 PM
Okay, here is that latest version. I have adjusted it for PC gamma. This is as far as I plan to take it. I know it could be enhanced by a few knights lounging around but I just don't have time for that right now. ... by the way I worked around the volumetric problem by turning off textures all together (that is too bad, it added to the feel).

NightEye
02-28-2004, 03:08 PM
:eek:
That looks soooooooo much better :eek:
Great render, and great scene :D