Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 16 03-09-2012 , 07:45 PM
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Yea, i just saw your link before. Cheers mate! user added image

# 17 04-09-2012 , 03:18 AM
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Oh, by the way. I have a weird question for my final comp. I'm gonna put a volume primitive for fog in my scene for the final comp. But does one use both depth of field and volume primitives or just one of them? Since volume primitives give a kind of depth of field effect.

# 18 04-09-2012 , 04:41 AM
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I'd like to think of volume lighting as more of an atmospheric effect, something entirely different than focal distance. The depth pass can be used to map simple fog in post, if you decide to take that route. I'm thinking about it now and I don't think the Maya volume primitives work in MR :s

And about the steps texture varying, you can use a triple switch node, I did a short vid recently since some had a similar situation.


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Last edited by GecT; 04-09-2012 at 04:49 AM. Reason: Linking stuff on an iPad is an ordeal for me
# 19 04-09-2012 , 02:12 PM
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Ah, cool about the tripple switch! Definately awesome for cleaning up a scene with nodes etc! As for volume primitives. They work in MR. Have been doing some for other projects user added image one can even use the Maya renderers fog (which i use for zdepth) user added image

Thanks for the help mate!

# 20 05-09-2012 , 02:24 AM
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Okay, so this is my final comp i guess user added image

The zdepth is subtle, but it's there

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# 21 05-09-2012 , 03:28 AM
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It needs more lights. You have no fill on him at all. Think of how they would light a movie. You would have accents for the BG and then a Back, Key, Fill for the primary element. To make the shot even more interesting consider adding a foreground element. In regards to the angle it has a tad bit too much headroom. I know you worked really hard on the BG and the sky looks great. But part of me as a viewer want to see less of the sky and more of him. The rock looks great though. Love the sky hits across it.

# 22 05-09-2012 , 03:43 AM
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Ops, didn't see the rest of the comment. First off, thanks user added image Have you seen the picture Gathering by Alex alvarez? Was going for that type of feel for the picture with the character being a bit further away. It was just a speed sculpt i did in 3 hours to see if adding a character would add to the picture user added image

# 23 05-09-2012 , 04:29 AM
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Okay, so i added some more lights in there. Tell me what ya think user added image

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# 24 05-09-2012 , 12:12 PM
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You've got the head in pretty much the dead center of the image, which immediately makes the whole composition pretty static. Try employing the rule of thirds. I think it looks really nice, the axe looks very cool.

# 25 05-09-2012 , 01:20 PM
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Ah, yeah user added image easy fix. I rendered the character seperately from the background. I will move him after work. My goal is that the character should add to my landscape. Not that the landscape skall add to the character. Think it does?

# 26 05-09-2012 , 01:22 PM
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Umm... to be perfectly honest, no. If your landscape is the focus, I think you should leave out the character and really work at the landscape. You had a great mood going for it, and it doesn't seem to have the same draw anymore. That's just my opinion of course.

# 27 05-09-2012 , 01:47 PM
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One point I'd make is that the lighting is clearly different on the character compared to the landscape - they should look as if they lit by the same light sources.

# 28 05-09-2012 , 04:58 PM
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Hmmm the scene has become about the character(no belly button and nipples?user added image) and not the environment at all, and so I have to agree with Stwert and Chavfister on the composition. (btw, are the trees not casting shadows on the terrain? Are they paint fx or actual geometry?).

I don't know about the new lighting changes. Unless there's a magic white light bulb hanging off the mountain on the right that somehow affects only the character, then the lights don't make sense.


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# 29 05-09-2012 , 07:02 PM
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Yeah, i agree. Gonna remove him user added image the trees are paint fx. But from the angle they are lit they don't cast shadows on the terrain. The character is front lit and the terrain is back lit. Had a problem where the terrain looked aweful being front lit. So the character doesn't add in there. The terrain still has the same lights as the orig photo. Just made some changes in post

# 30 05-09-2012 , 08:54 PM
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For me the first image was the best. I liked the green bits in it. Apart from other things, the other two are pretty dark and have a pretty dull palette now.

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