GeorgianBay1939 wrote:
I had a recent discussion re the potential of rising/dissipating fog contributing to lack of sharpness but didn't consider the capture of texture as being a potential source of "apparent noise". Could this be an example of what you are suggesting:
Dust, water droplets or ice crystals
close to the camera can most definitely have a visual impact on an image. And when sunlight is scattered off of them when close to the camera now you can see actual texture or point like sources or texture rather than just a diffuse loss of contrast. The key point though is the particles or droplets in question need to be rather close to the camera and they need to be rather large as well. I've seen photos shot in close to the ground ice fog with low sun where there are obvious glints from scattering/reflections from crystals close to the camera. But for this to happen you have to have particles that are very close to the camera - so as you've shown a good example is standing right in the mist/fog while taking the shot. And usually the actual particles causing any visible glints are much closer to the camera than you'd expect from a casual examination of the final image.
I noticed the phenomena, but didn't really appreciate it last year, when I was shooting landscapes from within low lying radiation ice fog. At the time I was trying to capture snow sparkles caused by specular reflections of an overhead sun with light penetrating the (thin) fog layer to glint off of snow crystals.
The crux here is that when I've got scattering off of a small particle the "usual" exposure relationships I'm used to with photography do not apply. When we expose typical photographic subjects that are "extended sources" like a rock, house or person the distance to the object does not affect exposure. Furthermore the exposure is determined by the aperture number (e.g. F/5.6). When we expose "point sources" like stars or tiny glints/scatters from small particles the distance to the object does affect exposure and the exposure is determined by the physical aperture size (e.g. F/4 on 100mm lens means 25mm physical aperture).
I have played a LOT* last year trying to capture (specular reflections from snow crystal facets causing) sparkles in the snow. I've tried to get diffraction off of those sparkles from fully stopped down lenses, with "star" filters, with (crappy) software and with severe underexposure. I read that sunlight has a brightness of 34EV(ISO100), compared with bright snow of about 18 EV (ISO100) ... a huge variation in "scene" luminance! The trick seems to be to get bright snow and something obscuring the direct sunlight, then underexposing, pulling down highlights and keeping local and scene contrast up and then playing with so called "Exposure" slider. When you look at the this image at full size you can see the sparkles in the foreground snow. I could see them naked eye, with difficulty in the EVF and I think that I got lucky and was able to capture and bring them out in post processing without making the surrounding snow appear too grey.
The effect is even more obvious when shooting with on camera flash. When sunlight is causing the reflections the distance relationship for the brightness of the small glints is square law. The amount of light hitting the particle is independent of the distance from the camera (sunlight is the same everywhere of course). So you just have a square law reduction with the distance of the camera from the reflecting/scattering particle. However, if the light source is from the on camera flash now the amount of light striking the particle does vary with distance from the camera and flash - this is also square law and so the two combine to produce a quartic (fourth power) relationship with distance. As a result an unlucky encounter with a reflecting particle close to the camera when using on camera flash can produce a huge bright artifact. Underwater photographers deal with this all the time since they shoot with strobe a lot and the typical water column has way more and significantly larger particles than air. Taking flash photos in rain or snow produces the same effect.
Flash photography is still on my bucket list, but your advice is very useful. Thanks. I just realized that I might be able to get sparkles by using flash and or LEDs at NIGHT or UNDER OVERCAST to reflect sparkles ... at least close in. AHA! Another thing to try!
Lastly the angle of the lighting can make a big difference. Forward scattering (light source directly in front of camera) and back scattering (light source directly behind camera, like an on camera flash) can have significantly higher magnitudes of scattering compared to other angles.
Right! Similar to specular reflections off of snow crystals which seem to have preferred orientations wrt the sun direction.
There is one final wrinkle to consider. If I shoot through haze or fog this reduces contrast and saturation. As a result in post processing I'll likely increase contrast and saturation. Doing that of course amplifies sensor noise. That affect is of course nothing to do with any texture in the atmosphere itself and can be easily dealt with by only comparing images with the same post processing.
I don't think that this applied to this particular image. I realize that I probably do that, though, when shooting pix in foggy weather.
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Ken W
See profile for equipment list
*LOT of sparkles with various techniques:
http://www.dpreview.com/forums/post/53040315
http://www.dpreview.com/forums/post/53325809
http://www.dpreview.com/forums/post/53363657
http://www.dpreview.com/forums/post/53376078
It is obvious that you have both the physics and photography background to help here. Would you, please?
I need some direction, in addition to learning Photoshop, to get better results here. I suspect that the use of video to convey the "action" of sparkling would help. Another skill still on my "To Learn" list!
Many thanks.
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Tom
The best part of growing old is having the opportunity to do so.
PS I hope that I am not derailing the OP's thread. If so, I could start yet ANOTHER thread dealing with sparkles!!
t