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Old 11-26-2004, 04:08 PM   final light rays Post #1
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Default final light rays

http://www.2and2.net/Uploads/Images/succeSS.jpg
Finally, I have it!
http://uploads.savefile.com/redir/33633.jpg
It took me 4 days to come up with this effect, proving there cannot be a descent scene with out PS ( and now working on the lighting tutorial improvement).
I'm certain u'll all like it and even if not and u may have some crits, it's the best result so far

.. Pls post comments
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Old 11-26-2004, 06:51 PM   final light rays Post #2
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Default final light rays

Hey Duga,

I love the improvements!! Coming along really nice!

However, look at the shape of the window -- now look at the shape of the lighting on the wall behind the chair -- they aren't the same shape (and maybe needs some blur to it too -- try guassian blur about 2 pixels, maybe 4pixels)

I might also blurr the chair's shadow too -- maybe some guassian blur of 2 pixels may do the trick! Plus a little distortion to the shadow to make it cast in the proper direction -- right now it casts like the light source is right in front of the right corner of the seat!

Otherwise -- VERY NICE!! [righton]
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Old 11-27-2004, 05:14 AM   final light rays Post #3
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8))
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Old 11-27-2004, 10:43 AM   final light rays Post #4
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Default final light rays

Not bad Duga. [righton]

Here's a simple tip about this kind of thing... the closer the light source to the window/hole/etc, the more "fanned out" the light beam(s) will appear. So if your source is the sun/moon, or even a street light... chances are the light beam through the window will not be fanned.

Note: don't mistake diffusion for the visible fanning effect.
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Old 11-27-2004, 11:48 AM   final light rays Post #5
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Since PS is 2d I put the omni light tight in the center (wait for the tute)
The mission isn't done
Tnx for comment
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