Author Topic: Gemini at Sea  (Read 399 times)

Offline Ethrieltd

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Gemini at Sea
« on: April 06, 2017, 01:25:14 PM »
Gemini style lander after splashdown.

Might be waiting a while. No ship in sight. Let's hope this guy has better luck than Gus Grissom. Probably shouldn't christen this one the Molly Brown...

Offline Danny

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Re: Gemini at Sea
« Reply #1 on: April 06, 2017, 05:28:50 PM »
A bit of a grain issue in the atmo, but the colors are nice that's for sure, also if I may .. it doesn't look like the capsule is handling any of those waves at all. It's at straight vertical? Perhaps tilting it a bit as well as adding white caps on waves would make this more convincing. Keep them coming

Offline Ethrieltd

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Re: Gemini at Sea
« Reply #2 on: April 06, 2017, 06:52:20 PM »
A bit of a grain issue in the atmo, but the colors are nice that's for sure, also if I may .. it doesn't look like the capsule is handling any of those waves at all. It's at straight vertical? Perhaps tilting it a bit as well as adding white caps on waves would make this more convincing. Keep them coming

Yeah. Dropped the quality of the atmosphere a bit too much. My first render was 5hrs in and had done about 8% (still getting my head round that trade off, nothing seemed overly high), so I aborted it and dropped the cloud quality. Evidently a bit too much. The capsule is tilted slightly but it was a trade off between it sitting too low in the water or seemingly riding on the tips of the waves. Never really done water before so will have to look into doing the foamy tips.

I think I should have added a bit more of the yellow color to the light on the capsule too thinking about it.


This took about 2hrs to render so, if I could get it at twice the quality for twice the time, I'd be satisfied, clouds murder my i5...

Offline bobbystahr

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Re: Gemini at Sea
« Reply #3 on: April 09, 2017, 03:36:59 PM »
Cool image. If you're using the Lake object for the water that might be your rendertime problem. For this type of image you could turn transparency off and that may help .
something borrowed,
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Offline Ethrieltd

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Re: Gemini at Sea
« Reply #4 on: April 09, 2017, 05:52:30 PM »
If you're using the Lake object for the water that might be your rendertime problem. For this type of image you could turn transparency off and that may help .

I figured as much, clouds + water is harsh on my hardware. I never considered you wouldn't need to see through it.

Offline bobbystahr

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Re: Gemini at Sea
« Reply #5 on: April 09, 2017, 08:03:34 PM »
If you're using the Lake object for the water that might be your rendertime problem. For this type of image you could turn transparency off and that may help .

 I never considered you wouldn't need to see through it.


I as well, Ulco pointed me/us in that direction a while (long while maybe) back.
something borrowed,
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Ring out the Old.
Bring in the New

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Offline Ethrieltd

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Re: Gemini at Sea
« Reply #6 on: April 10, 2017, 09:39:05 AM »
I'm the sort of guy who'll put in a population of small pebble sized stones and then zoom out to 15,000ft, because you know. Realism... I know they're there, the MUST affect something...

Offline DocCharly65

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Re: Gemini at Sea
« Reply #7 on: April 11, 2017, 01:24:40 PM »
Nice render! The capsule seems have a bit too much glow... but on the other side without it would come out almost black with this light - right?

Offline Ethrieltd

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Re: Gemini at Sea
« Reply #8 on: April 11, 2017, 01:38:49 PM »
Nice render! The capsule seems have a bit too much glow... but on the other side without it would come out almost black with this light - right?

Yeah, I should reduce and tint the light on the capsule to make it blend better. It is somewhat too bright.

Offline El Kabong

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Re: Gemini at Sea
« Reply #9 on: April 11, 2017, 06:53:23 PM »
I'm the sort of guy who'll put in a population of small pebble sized stones and then zoom out to 15,000ft, because you know. Realism... I know they're there, the MUST affect something...

Heh.  ;)

 

anything