Lumagen Collectors

A rerender of idea I had for harnessing electricity from the sun. Water gets drawn to the head as the dish tracks the suns location. The mirror refocuses the rays to the head which heats up the water, converts it to steam which spins a turbine. Electricty is produced:

I guess the grass could be smaller. I’m feeling lazy tho…

Looking good.

DOF is a touch strong for what i assume is meant to be such a large structure…yeah and the grass scale adds more to the toy-ish look.

But i quite like it overall :slight_smile:

Nice lightning!

Looks very realistic!

looks really good overall, but like you had said the grass me think the overall structure is maybe 18"-24"

But nice anyway.

Cool idea, nice lighting.

If you bump up the RGB offset a little in the output of your diffuse map the grass saturation will match your background plate a little better too.

--Jon

just how big ARE they supposed to be?

Can I get one for my cell phone :stuck_out_tongue:

--Jon

thanks guys. btw, they make excellent hats.

if its big enough, Ill get one for my backyard to point at my next door neighbor…but it would have to be BIG.

are you trying to burn your neighbor?

Ok. Updated version:

hehe, sorry but now I would have to say that it’s way too desaturated. I a viewing it on an LCD right now so that could be it too.

--Jon

damn… :smile:

Also, try to mix two versions of you grass map together. One straight, and one rotated at an angle. Blend between the maps with a noise to avoid the tiling effect.

Hmm thanks for the tip! You’re talking about comping them together in Photoshop right?

No…just assign the bitmap into one of the slots in a mix map, then copy it to the other slot, and adjust the rotation (and other parameters if so inclined). Then in the last slot of the mix map, you assign a noise map set to about 0.7 and 0.3 for the high and low threshold spinners. Adjust the noise size according to your scene (play with fractal, turbulence and iterations as you see fit). This will help blend away some of that nasty tiling.

For a more advanced version you can add more mix maps inside each slot, and use colour correction on them to make variations and such (but losing track of what is what is quite easy if you don’t force a strict naming convention when doing it).