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jojo1975
12-11-2012, 02:24 PM
You can post here all your image about old challenges. And hopefully all the community will give you feedback :)

IKRuga
12-23-2012, 10:54 AM
Greetings everyone.

I did this to test my lighting knowledge. I haven't done any editing on this scene except with a little bit of Windows Photo Editor exposure quick-fix. I kinda hope to get feedback. Thank you. (Please bear with my English)http://imageshack.us/photo/my-images/687/testfinalx.jpg/

jojo1975
01-05-2013, 07:15 AM
Hello ! Sorry for the late reply ;)
It's a very good start. First of all I will start fixing a bit the shaders of orange and bananas, the reflectivity of the dish and then contrast a bit more the light in the image :)

kvdo
01-19-2013, 10:32 AM
I originally submitted my image for the smoke/no smoke challenge here but then I realised the challenge was still open so I've edited my post and moved my submission to the appropriate challenge thread. sorry!

Nice image Wan.. I like the fact that you've paid attention to getting brighter parts of your image to bloom a bit. What I would say is that the bananas bump is too intense and that you are using the wrong kind of image map to drive the bump. also, the texture of that leaf on your apple doesn't seem like the right one to use. Personally I think your lighting is very nice, I would just focus on shaders & textures- that is what is letting your image down. the cloth is very nice

Kev3D
01-19-2013, 10:53 AM
I think, technically, the realism is pretty good, the glass looks nice, you've got some caustics happening and so on. Looking at the composition though, it's good but I I think there are a lot of distracting elements. Judging by the depth of field, it looks like you want the glass to be the centre of focus. The bright elements around the glass; the reflection off the box, the ash tray and the jar; are distracting, it's not easy to decide where to look. Also, to me, the placement of the items looks a little staged, you want to place the items so they fit nicely in the frame but also so they look like you just happened upon this configuration by chance.


Edit: Just saw that the gallery thread for this challenge is still open, you should submit this there, this is a strong piece.

kvdo
01-19-2013, 11:18 AM
Haha, yes thanks Kev. I just noticed it was still open too so I edited my post above ;). Thank you very much for your feedback. I think I'll submit before time runs out and then look at the scene and make some changes for future :)

IKRuga
01-20-2013, 11:39 AM
Everyone, I just wanna say thank you so much...I never expected so many comments and insightful advice about this render. I truly appreciate them. I can see very clearly now what I should focus more into.

neotrixstdr
03-31-2013, 09:34 AM
I never can upload my final image for the challenge "Gusteau´s kitchen", so i let the final image here, hope you like.

http://img29.imageshack.us/img29/408/ratatouillethumb.jpg
(http://imageshack.us/a/img848/7914/ratatouille.jpg)

hgagne
05-21-2013, 04:34 PM
Hi Folks,

Trying my hand at lighting & rendering by slowly working my way up from Challenge #01 (fruit bowl) ... realize it's not the "latest & greatest" of challenges but I figure I'd start at the beginning. :)

As I'm somewhat still a n00bie to the forum, what I'm curious about is: should I bother posting the work I do on the challenges for feedback? If so, should it be in this thread or a new thread?

Cheers,

hgagne

jojo1975
05-23-2013, 07:06 AM
post here for feedback :)

hgagne
05-23-2013, 03:55 PM
Appreciate the response; below is my attempt at the first lighting challenge; C&C's welcomed and appreciated.

-H


Motivation

Late afternoon on a clear fall day (aug/sep); window facing South/West.


Camera

f/16@35mm, AoV: 32.14 Degrees, DoF: 30.317, SA: 144, Gamma


Render Passes

Ambient Occlusion and Beauty . No post-processing, saved from FCHECK to .TIF and .JPG (.JPG posted).


Scene Details


Subsurface scattering applied to Red/Green grapes
Slight bump map applied to Cloth, Banana, Apple, Cherry, Plums (aka ASKDAN's)
Shaders: stems (Lambert), Apple/Banana/Cherry/Pear/Orange (Blinn), plums (PhongE)

Lights: #01/#02/#03 cloth color, no shadow (area), #04 fill color, no shadow (area), #05 fill color soft blue, no shadow (ambient), #06 key color 3200K outside, Raytrace shadows, gobo (spot)


Credits

Modeling: Dan Wade, Jeremy Birn, Hilaire Gagne (minor cleanup)
Textures: Jeremy Birn, Hilaire Gagne (minor cleanup)
Lighting & Shaders: Hilaire Gagne
Renderer: Maya Mental Ray


http://fc00.deviantart.net/fs71/f/2013/156/8/3/lc001__fruit_bowl_final__ao___beauty__by_hgagne-d67xngo.jpg

http://fc03.deviantart.net/fs71/f/2013/156/f/5/lc001__fruit_bowl_ao_by_hgagne-d67xnhx.jpg

http://fc09.deviantart.net/fs70/f/2013/143/9/0/lc001__fruit_bowl_light_placement_by_hgagne-d669zrw.jpg


URL's

http://fav.me/d67xngo
http://fav.me/d67xnhx
http://fav.me/d669zrw

http://www.3drender.com/challenges/fruitbowl/index.htm
http://forums.cgsociety.org/showthread.php?t=309158

rigelromeu
05-27-2013, 06:29 PM
Hi everyone, here´s my version of an old challenge done last week. The Carnival.
What do you think?

http://imageshack.us/a/img17/115/thecarnivalrigelromeuth.jpg (http://img850.imageshack.us/img850/1494/thecarnivalrigelromeu.png)

jojo1975
06-02-2013, 05:28 PM
it's a very good start for the carnival challenge, try to make the balloons a bit more translucent. The pavel look good but I would add a bit of dirt to it and also a bit less reflective. The lighting is very good even if I would fade a bit the streak of light from the lamp which is a bit too dark. Also try to find some reference for your night shot. A fancy varaition can be to simulate a longer esposure and add motion blur !
:)
Jojo

P.S. I will add feedback also for the fruitbowl hopefully soon ! in the meantime check the new challenges !

rigelromeu
06-05-2013, 08:44 PM
Hey Jojo, thanks for the reply, I agree with your feedback, the balloons need more translucence maybe I change the colors of some of them too. Indeed the ideia is to simulate a long exposure shot. I´ll make some changes and post the results again here!

Rigel



it's a very good start for the carnival challenge, try to make the balloons a bit more translucent. The pavel look good but I would add a bit of dirt to it and also a bit less reflective. The lighting is very good even if I would fade a bit the streak of light from the lamp which is a bit too dark. Also try to find some reference for your night shot. A fancy varaition can be to simulate a longer esposure and add motion blur !
:)
Jojo

P.S. I will add feedback also for the fruitbowl hopefully soon ! in the meantime check the new challenges !

hgagne
07-01-2013, 05:21 PM
Below is my attempt at the first script of the "Four Scripts (#02)" lighting challenge; C&C's welcomed and appreciated.

-H


Motivation

_____MEG glides through the house, precisely following Hank’s
_____directions to the washroom. She passes through A WELL-APPOINTED
_____KITCHEN. MEG pauses to glance at A BOTTLE OF VINTAGE MERLOT
_____sitting unopened on the table. She smiles in anticipation and
_____continues through the moonlit expanse.


Camera

f/16@28mm, DoF: 11, FRS: 4, AoV: 47.93 Degrees, SA: 144, Gamma, Normalize


Render Passes

Ambient Occlusion and Beauty. No post-processing, saved from FCHECK to .TIF and .JPG (.JPG posted).


Scene Details


Texture images applied to Window plane, Wine Bottle Front/Back Labels
Procedural Textures applied to remaining scene objects
Slight bump map applied to Floor, Backsplash, Banana, Apple, Stem, Cork, Cushion
Shaders: Window plane/Stem/Ceiling/Paper Towel (Lambert), Banana/Plums/Pear/Cabinet/Door/Trim/Bottle/Label/Seal/Wine (Blinn), Plum (Phong), Fan Light/Apple/Table/Chair/Counter/Floor (PhongE), Sink/Faucet/Tap/Wall (Anisotropic), Apple (Layered Shader)

Lights: #01 fill living room (area, raytrace shadow), #02 key moonlight (directional, raytrace shadow), #03 rim window frame/wine bottle (spot), #04/#05 under cabinet (area, raytrace shadow), #06 Window Matte/Plane (ambient, no shadow), #07/#08 rim chair back (spot), #09 bounce ceiling (spot, raytrace shadow), #10 fill hallway (area, raytrace shadow), #11 bounce floor (area)


Credits

Modeling: Dan Wade, Hilaire Gagne (minor cleanup)
Textures: Maya Zest, Scott M Johnson, Oasim Karmieh, Mei Buckle, Peter Guthrie, Hilaire Gagne
Lighting & Shaders: Hilaire Gagne
Renderer: Maya Mental Ray


http://fc09.deviantart.net/fs70/f/2013/182/e/4/lc002__four_scripts_01_final__ao___beauty__by_hgagne-d6bhx4y.jpg

http://fc01.deviantart.net/fs71/f/2013/182/b/8/lc002__four_scripts_01_ao_by_hgagne-d6bhxpr.jpg

http://fc07.deviantart.net/fs71/f/2013/182/0/4/lc002__four_scripts_01_light_placement_by_hgagne-d6bhxwa.jpg


URL's

http://fav.me/d6bhx4y
http://fav.me/d6bhxpr
http://fav.me/d6bhxwa

http://www.3drender.com/challenges/fourscripts/index.htm
http://forums.cgsociety.org/showthread.php?t=315513

tarnishoar
07-18-2013, 02:52 PM
My attempt at the "Smoke, No smoke" lighting challenge

Used Maya & V-ray

http://i455.photobucket.com/albums/qq275/tarnishoar/noSmoke_Comp1_00000.png

hgagne
07-22-2013, 07:42 PM
My attempt at the "Smoke, No smoke" lighting challenge

Used Maya & V-ray



Nicely done! How many lights did you use to accomplish the final scene? Like the work on your site btw.

Cheers,

tarnishoar
07-23-2013, 12:44 PM
Thanks Hilaire!! :)

I've used two area lights and edited the HDRI to block some unwanted illumination.

jojo1975
07-27-2013, 11:44 AM
@ tarnishoar (http://forums.cgsociety.org/member.php?u=452963) very good start ! I would change a bit the texture of salt and pepper ! they look a bit odd.
I love the reflection on the spoon. Waiting to see more variations :)
Giorgio

tarnishoar
07-29-2013, 02:58 AM
Thanks for the feedback Giorgio :) Will work on it

luminosa
08-06-2013, 05:14 PM
thanks for starting this post!!some feedback on these would be great :)

Gustav's Kitchen (as per movie poster..also could i get the name of the modeler for this challenge plz??)
http://i591.photobucket.com/albums/ss353/monk169/GUSTAVafterCC_zps0ddfc8bb.jpg (http://s591.photobucket.com/user/monk169/media/GUSTAVafterCC_zps0ddfc8bb.jpg.html)

Kitchen (i think it was called "Four Scripts (#02)" .... tried creating a morning mood)
http://i591.photobucket.com/albums/ss353/monk169/KITCHENfinalcomp_zps3df415f6.jpg (http://s591.photobucket.com/user/monk169/media/KITCHENfinalcomp_zps3df415f6.jpg.html)

did the following 2 with simplistic approach..

Halloween
http://i591.photobucket.com/albums/ss353/monk169/halloweenfianlcomp_zpsd37066c0.jpg (http://s591.photobucket.com/user/monk169/media/halloweenfianlcomp_zpsd37066c0.jpg.html)

Haunted Hallway
http://i591.photobucket.com/albums/ss353/monk169/hauntedfinalcomp_zps7773f250.jpg (http://s591.photobucket.com/user/monk169/media/hauntedfinalcomp_zps7773f250.jpg.html)

Thank you very much!

hgagne
08-08-2013, 06:11 PM
Below is my attempt at the second script of the "Four Scripts (#02)" lighting challenge; C&C's welcomed and appreciated.

-H


Motivation

_____NICK staggers into THE KITCHEN, squinting to shield his
_____eyes from the morning sun.
_____
_____NICK
_____(VO)
_____
_____THE ONLY REAL CURE FOR A HANG-OVER IS ANOTHER BOTTLE
_____OF BOOZE. THE TRICK IS TO PASS OUT AGAIN BEFORE YOU
_____PUKE IT UP.


Camera

f/8@70mm, DoF: 8, FRS: 40, AoV: 20.16 Degrees, SA: 144, Gamma


Render Passes

Z-Depth, OpticalFX, Ambient Occlusion and Beauty. Photoshop post-processing, saved from FCHECK to .TIF and .JPG (.JPG posted).


Scene Details


Texture images applied to Window plane, Wine Bottle Front/Back Labels
Procedural Textures applied to remaining scene objects
Slight bump map applied to Floor, Backsplash, Banana, Apple, Stem, Cork, Cushion
Shaders: Window plane/Stem/Ceiling/Paper Towel (Lambert), Banana/Plums/Pear/Cabinet/Door/Trim/Bottle/Label/Seal/Wine (Blinn), Plum (Phong), Fan Light/Apple/Table/Chair/Counter/Floor (PhongE), Sink/Faucet/Tap/Wall (Anisotropic), Apple (Layered Shader)
Lights: #01 key sun directional, raytrace shadow), #02 bounce ceiling (area, raytrace shadow), #03 OpticalFX Glow/Halo (point), #04 fill sky (point, raytrace shadow), #05 bounce window frame (volume, raytrace shadow), #06/#07/#08/#09 bounce counter, #10 Window Matte/Plane (ambient, no shadow), #11 bounce lower cabinet (spot), #12 bounce wall sun (spot), #13 bounce blinds (spot), #14 front rim paper towel/bottle/labels, fruit (spot), #15 fill hallway (point, raytrace shadow), #16 fill ground (point, raytrace shadow)


Credits

Modeling: Dan Wade, Hilaire Gagne (minor cleanup)
Textures: Maya Zest, Scott M Johnson, Oasim Karmieh, Mei Buckle, Peter Guthrie, Hilaire Gagne
Lighting & Shaders: Hilaire Gagne
Renderer: Maya Mental Ray
Post-Effects: Adobe Photoshop


http://fc07.deviantart.net/fs70/f/2013/231/b/b/lc002__four_scripts_no__02_final_by_hgagne-d6h7rwz.jpg

http://fc07.deviantart.net/fs70/f/2013/220/b/1/lc002__four_scripts_no__02_ao_by_hgagne-d6h7sqf.jpg

http://fc08.deviantart.net/fs70/f/2013/220/0/0/lc002__four_scripts_no__02_opticalfx_by_hgagne-d6h7ukv.jpg

http://fc01.deviantart.net/fs70/f/2013/220/9/1/lc002__four_scripts_no__02_z_depth_by_hgagne-d6h7vp3.jpg

http://fc09.deviantart.net/fs71/f/2013/220/5/e/lc002__four_scripts_no__02_light_placement_by_hgagne-d6h7tvm.jpg

http://fc01.deviantart.net/fs71/f/2013/220/2/9/lc002__four_scripts_no__02_photoshop_effects_by_hgagne-d6h7uya.jpg


URL's

http://fav.me/d6h7rwz
http://fav.me/d6h7sqf
http://fav.me/d6h7ukv
http://fav.me/d6h7vp3
http://fav.me/d6h7tvm
http://fav.me/d6h7uya

http://www.3drender.com/challenges/fourscripts/index.htm
http://forums.cgsociety.org/showthread.php?t=315513

hgagne
08-08-2013, 06:48 PM
Hi luminosa,

Nice work! Would be interested to read about your approach (light breakdown) ... always looking to learn from seasoned CG folks. Still quite new at this, but figured I'd try adding some comments ...

Gustav's Kitchen (as per movie poster..also could i get the name of the modeler for this challenge plz??)

Nice arrangement for the kitchen; just the right amount of "busy".

The shadows seem to indicate that there is a strong (key?) coming from multiple sources. Should the bits of specular on the objects on the left side (dark) of the image be there?


Kitchen (i think it was called "Four Scripts (#02)" .... tried creating a morning mood)

Love the overall decor.

The light from the patio doors seem to give the impression of coming from a light, yet the image in the window makes me think that beyond the patio doors is an open area. The shadows of the objects on the table make me feel like the stronger light source should be from the window.


Halloween

Interesting "feel" on this one.

Is the smaller candle inside or in front of the pumpkin?


Haunted Hallway

Interesting angle on the camera; nicely done!

The blue lighting seems a touch overpowering leading me to think that it's missing on the lamp illuminated wall sections and floor. I'm wondering if a bit of additional dropoff/decay on the lamp would be in order?

jeremybirn
08-10-2013, 03:04 PM
thanks for starting this post!!some feedback on these would be great :)

Gustav's Kitchen

That's a great start. If think you could work more color into it, especially in the shadow areas you don't want all that dark gray, maybe the back left corner could be more purple, with colors getting richer in the dark areas? Shadow tones can be a huge part of the image http://www.reviewbusters.net/images/movie/ratatouille_003.jpg

The kitchen is a nice start also, but it seems like it has 2 suns. The sun from the left is brighter, maybe keep that one, but then think about the sun direction on what you see through the back window, and the other sun casting shadows on the table doesn't look motivated at all.

Halloween that metal bar on the porch and grass in the foreground all looks transparent to me, as if the pumpkin was bleeding through the foreground layers. If the light comes from a candle inside the pumpkin, then the inside should be much brighter than the outside. The pumkin on the right has the same problem, the inside doesn't look much brighter than the outside, it even has the same color as if the texture inside was the same, and it seems more blurry than the far background - how could something a few feet into the background get so much more blurry than the foreground, if the clouds and trees far away aren't as blurry? The sky color is nice, but then there's more sky down on the lower right for some reason?

Good start on Haunted Hallway as well, I think you need to work on shadows and occlusion there.

-jeremy

jeremybirn
08-10-2013, 03:14 PM
hgagne -

Good start on the kitchen scene. You've certainly got the right idea to make it look bright/glaring to capture the feeling of the guy with the hangover.

That occlusion pass needs work. Maybe the max distance is too low, but work on it until you get nice gradients in shading ramping into the corners where the walls meet. An area like that alcove above the kitchen counter but below those upper cabinets, that kind of alcove should be shaded darker in the occlusion pass. You don't just want something that makes gray lines tracing the corners and edges, you want shading that'll contribute definition to your scene.

Once you've got a good looking occ pass, it helps if you render your fill light as a separate layer, so you can start with the fill layer, then multiply it with your occlusion, so the occlusion adds shading and a look of soft shadows to the fill. After that, add the key layer (the sun light with its own shadows) on top of it, so the key isn't influenced by the occlusion, only the fill light underneath the occlusion gets shaded by the occlusion.

If you're going to include chrome reflective surfaces in the scene, like the trash can, then the look carefully through what's visible in those reflections for the color of windows and doors, the other shaping and colors there.

The floor needs work, maybe some reflections, but certainly at least some shaping getting darker towards the edge of the cabinets. It's as if the light hitting it isn't shaped by occlusion or shadows now, although fixing up the occlusion will probably do a lot to help your floor.

keep going!

hgagne
08-10-2013, 05:05 PM
Hi Jeremy,

Thank you for taking the time to provide comments/critiques. :thumbsup:

Cheers,

Hilaire


That occlusion pass needs work. Maybe the max distance is too low, but work on it until you get nice gradients in shading ramping into the corners where the walls meet. An area like that alcove above the kitchen counter but below those upper cabinets, that kind of alcove should be shaded darker in the occlusion pass. You don't just want something that makes gray lines tracing the corners and edges, you want shading that'll contribute definition to your scene.

Duly noted. I did set my current AO "Max Distance" quite low so as to apply a conservative amount of AO. I'll relax the settings and work on the gradients and shading into the corners.


Once you've got a good looking occ pass, it helps if you render your fill light as a separate layer, so you can start with the fill layer, then multiply it with your occlusion, so the occlusion adds shading and a look of soft shadows to the fill. After that, add the key layer (the sun light with its own shadows) on top of it, so the key isn't influenced by the occlusion, only the fill light underneath the occlusion gets shaded by the occlusion.

Appreciate the tip!

I have all of the lights as separate layers; I assume you mean I should create some additional rendering layers to breakdown the fill and key lighting as passes.

Even though I'm very much aware that most work is composited using other tools in the pipeline; I've been struggling with the guilt of having done some post-processing work in Photoshop to put it all together.


If you're going to include chrome reflective surfaces in the scene, like the trash can, then the look carefully through what's visible in those reflections for the color of windows and doors, the other shaping and colors there.

Was there something specific that struck you as odd? I've been looking at this scene so much that I'm at the point of not seeing the "reflection for the trees". :)


The floor needs work, maybe some reflections, but certainly at least some shaping getting darker towards the edge of the cabinets. It's as if the light hitting it isn't shaped by occlusion or shadows now, although fixing up the occlusion will probably do a lot to help your floor.

Good catch! The floor is a bump map and I just realized that I'm not passing it through to AO; I'll go back and hook it up properly so as to obtain an AO. I intentionally reduced the relfectivity of the floor - obviously by too much.

jeremybirn
08-10-2013, 06:00 PM
Your chrome reflection feature a very harsh line between a flat shadow-tone area and a flat sunlit area, there's no shaping or shading. I'd expect gradients there. And there are empty black doors that look like a hole in your scene.

As an exercise, try hiding the direct sun (pretend for a minute that it's a cloudy day, or the sun is on the other side of the building) and just render the scene with the fill light from the sky. That fill light is always going to be there on a bright day, whether there happens to be a sunbeam coming through this window or not, but just look at the soft shadows, the gradient it makes on the floor, how that grad looks in the reflections, etc. Later you can add the direct sun and other fill lights too, but just isolate the soft fill from outside, I don't care if it's an area light or a portal light or how you do it, but make sure that's working in isolation and that its shadows still look soft enough in the reflections.

I can see in your occlusion pass that you aren't rendering reflections of your occlusion (I'd rather leave the chrome shader reflective in the occ pass, you don't need self-occlusion on the trashcan if it doesn't have much diffuse response anyway...)

If you're already rendering your lights as separate layers you're all set. Add together the interior fill lights, then multiply those by the occ, then add the sun light and sky fill on top of that. Retouching is fine, but the issues I'm talking about involve going back to the scene and adjusting the lights and render layers.

-jeremy

hgagne
08-10-2013, 06:39 PM
...Retouching is fine, but the issues I'm talking about involve going back to the scene and adjusting the lights and render layers.

-jeremy

I'm looking to complete scripts #03 & #04 using this scene ... so this is welcomed help; thanks for clarifying. Will take a day or so to experiment and read a bit more on how to apply all of your recommendations.

To date, I have been working with Maya Lights and the standard shaders ... discovering (learning) about some of the limitations in doing so. When I move to challenge #03, I intend on using Mental Ray lights and materials.

Without sounding too weird, I do sincerely appreciate your help ... quite an inspiration, wish I could have started this journey 10 years earlier. :)

Cheers,

jojo1975
08-11-2013, 11:05 AM
thanks Jeremy for the feedback :) you're our maestro :)

luminosa
08-14-2013, 09:31 AM
@jeremybirn - thank you very much!! its great to get feedback from you.srry for late rply...been busy with some stuff :)
Originally Posted by jeremybirn
The kitchen is a nice start also, but it seems like it has 2 suns. The sun from the left is brighter, maybe keep that one, but then think about the sun direction on what you see through the back window, and the other sun casting shadows on the table doesn't look motivated at all.

@hgagne - thank you very much too!m not "seasoned CG folk" at all...still learning myself... but will be happy to share the breakdowns soon :)
Originally Posted by hgagne
The light from the patio doors seem to give the impression of coming from a light, yet the image in the window makes me think that beyond the patio doors is an open area. The shadows of the objects on the table make me feel like the stronger light source should be from the window.

I re-evaluated the scene and m reworking it now...definitely need to fix the bg and window light!will post the results in next post!

@jeremybirn - could you help out a bit more on this please??
Originally Posted by jeremybirn
That's a great start. If think you could work more color into it, especially in the shadow areas you don't want all that dark gray, maybe the back left corner could be more purple, with colors getting richer in the dark areas? Shadow tones can be a huge part of the image http://www.reviewbusters.net/images...touille_003.jpg
The image u shared looks great however how do i add more color to the shadows???texturing?? don't see how it can be through lighting... srry for the trouble!

once again thank you guys very much for critiquing my work!! :)

luminosa
08-14-2013, 10:31 AM
@hgagne - okay here's the stuff i think you need to rework on....
the dustbin is much too reflective...u should add more blur to it and should tone down its reflective color.and it looks way too clean...add some dirt on it maybe?? too CG right now unlike the rest of the scene.
give variation to your wood texture and add bump maybe.
the wine bottle seems a bit blurry to me.

jeremy pretty much covered everything else :)

jeremybirn
08-15-2013, 07:16 PM
@how do i add more color to the shadows???texturing?? don't see how it can be through lighting... srry for the trouble!

The places where your key light (the main light) casts a shadow, you can still have fill light (other lights) illuminating those areas, and you can control the colors of your fill lights. That's the only simple answer.

A fancier solution would be to render a colored ambient pass of the scene, then an occlusion pass, then a key light pass with your main lights in it, and in compositing make sure the colored ambient multiplied by occlusion and also richly saturated where its darkened, then add your key light layer on top of all that. But if what I say in this paragraph sounds complicated, really just try using colored fill light to color your shadow areas.

-jeremy

hgagne
08-15-2013, 07:51 PM
@hgagne - okay here's the stuff i think you need to rework on....

jeremy pretty much covered everything else :)

Much appreciated. I've dissected Jeremy's comments down to about 15 points - of which I'm working on ... the adage "be careful what you wish for" comes to mind. :)

the dustbin is much too reflective...u should add more blur to it and should tone down its reflective color.and it looks way too clean...add some dirt on it maybe?? too CG right now unlike the rest of the scene.

I've been reworking the fill lights over the past few days to try and reduce the sharp shadow line that appears in the trash can reflection - shadow on floor from counter blocking light. Just can't seem to get a satisfactory gradation happening; once I get that sorted out, I'll look to increase the Blur a bit on the Chrome shader.


give variation to your wood texture and add bump maybe.

Are you referring to the table and/or trims? I have a bump applied (.001) to both; I'll have a go at increasing a bit to see what it looks like.


the wine bottle seems a bit blurry to me.

I offset the entire scene to give the impression of vision divergence; maybe I need to increase the offset? Most certainly open to a different approach.

luminosa
08-16-2013, 08:58 PM
okay here is the updated version....what do you think??http://i591.photobucket.com/albums/ss353/monk169/compnew_zps5cfa6351.jpg (http://s591.photobucket.com/user/monk169/media/compnew_zps5cfa6351.jpg.html)

@jeremy- got that...thanks a lot :)
@ hgagne-table and trims both.try to get a more "woody" feel.

hgagne
08-20-2013, 03:12 AM
Below is my revised attempt at the second script of the "Four Scripts (#02)" lighting challenge based on comments posted here. Many thanks for the feedback - extra knowledge is always a "good thing". :)

-H

http://fc07.deviantart.net/fs70/f/2013/231/b/4/lc002__four_scripts_no__02_final_rev_1_by_hgagne-d6iwbtv.jpg


Lights

http://fc06.deviantart.net/fs70/f/2013/231/2/e/lc002__four_scripts_no__02_light_placement_rev_1_by_hgagne-d6iwa8c.jpg


#01 key sun directional, raytrace shadow), #02 bounce ceiling (area, raytrace shadow), #03 OpticalFX Glow/Halo (point), #04 fill sky (area, raytrace shadow), #05 bounce window frame (spot, raytrace shadow), #06/#07 sink (spot), #08 bounce kitchen wall (area, raytrace shadow), #09 bounce hallway (area, raytrace shadow), #10 Window Matte/Plane (ambient, no shadow), #11 bounce living room (area, raytrace shadow, #12 bounce wall sun (spot), #13 bounce blinds (spot), #14 bounce floor (area, raytrace shadow), #15 fill hallway (point, raytrace shadow), #16 bounce table/chair/front counter (area)


URL's

FILL/BOUNCE + AO + KEY + Effects: http://fav.me/d6iwbtv
OpticalFX: http://fav.me/d6h7ukv
Z-Depth: http://fav.me/d6h7vp3
Photoshop: http://fav.me/d6h7uya


That occlusion pass needs work. Maybe the max distance is too low, but work on it until you get nice gradients in shading ramping into the corners where the walls meet. An area like that alcove above the kitchen counter but below those upper cabinets, that kind of alcove should be shaded darker in the occlusion pass. You don't just want something that makes gray lines tracing the corners and edges, you want shading that'll contribute definition to your scene.


http://fc02.deviantart.net/fs70/f/2013/231/a/6/2013_lc002_fourscripts_02_ao_rev_1_by_hgagne-d6iw7c1.jpg


My original MIB_AMB_OCCLUSION values were:

Samples: 96
Spread: 1.000
Max Distance: 3.00
Falloff: 0.400


Changed the MIB_AMB_OCCLUSION values to:

Samples: 64
Spread: .900
Max Distance: 22.00
Falloff: 8.000


I'm interpreting the following Maya Documentation as indicating that I should not have increased the FALLOFF value over 1.0. Yet, unless I do so, I can't seem to obtain a workable gradient. Could this be a result of having my scene units of measurement in Centimeters?

FALLOFF: only matters when max_distance is nonzero and defines the speed at which the occlusion is attenuated by distance. Technically, it is a power function applied to the normalized distance from 0 to max_distance. The default value of 1.0 is a linear falloff. Values below 1.0 makes the falloff more rapid. Practically this means that for lower values occlusion is stronger for short distances (in small corners and crevices) and softer over larger distances.



Once you've got a good looking occ pass, it helps if you render your fill light as a separate layer, so you can start with the fill layer, then multiply it with your occlusion, so the occlusion adds shading and a look of soft shadows to the fill. After that, add the key layer (the sun light with its own shadows) on top of it, so the key isn't influenced by the occlusion, only the fill light underneath the occlusion gets shaded by the occlusion.

- AND -

As an exercise, try hiding the direct sun (pretend for a minute that it's a cloudy day, or the sun is on the other side of the building) and just render the scene with the fill light from the sky. That fill light is always going to be there on a bright day, whether there happens to be a sunbeam coming through this window or not, but just look at the soft shadows, the gradient it makes on the floor, how that grad looks in the reflections, etc. Later you can add the direct sun and other fill lights too, but just isolate the soft fill from outside, I don't care if it's an area light or a portal light or how you do it, but make sure that's working in isolation and that its shadows still look soft enough in the reflections.

- AND -

If you're already rendering your lights as separate layers you're all set. Add together the interior fill lights, then multiply those by the occ, then add the sun light and sky fill on top of that. Retouching is fine, but the issues I'm talking about involve going back to the scene and adjusting the lights and render layers.


Separated the Fill/Bounce lights into a render layer which is multiplied by the ambient occlusion render layer. I composited three layers in PS: FILL/BOUNCE (normal) + AO (multiply) + KEY (screen).

FILL/BOUNCE: http://fav.me/d6iw7wu
AO: http://fav.me/d6iw7c1
FILL/BOUNCE/KEY (no AO): http://fav.me/d6iw9e7



If you're going to include chrome reflective surfaces in the scene, like the trash can, then the look carefully through what's visible in those reflections for the color of windows and doors, the other shaping and colors there.

- AND -

And there are empty black doors that look like a hole in your scene.

Added "blocker panels" to Hallway, Living Room, and Window. I added a separate point light to illuminate the "blocker panels". The light placement does not show the "blocker panels" and the point light.



The floor needs work, maybe some reflections, but certainly at least some shaping getting darker towards the edge of the cabinets. It's as if the light hitting it isn't shaped by occlusion or shadows now, although fixing up the occlusion will probably do a lot to help your floor.

I revised all of the lighting in the scene as I kept encountering artifacts in the shadows of point lights - even with large raytrace values. I'm interpreting the Maya Documentation to indicate that the Light Radius should never exceed the value of 1. Many of the tutorials (Books, DVD, and online) always show instructors raising the Light Radius to values in the range of 16 or higher.


Shadow Radius, Light Radius, Light Angle: The Light Radius attribute is only available for point lights and spot lights. The slider range is 0 (hard shadows) to 1 (soft shadows). The default value is 0.



Your chrome reflection feature a very harsh line between a flat shadow-tone area and a flat sunlit area, there's no shaping or shading. I'd expect gradients there.

Part of the harsh line is shadow from the table edge and chairs. I moved to Area Lights in an effort to gain better control. Looking at the overall scene, the transition from shadow to non-shadow is smooth - I still find it's not looking quite like I'd expect it to in the reflection ... even though I created a new chrome material from scratch.



I can see in your occlusion pass that you aren't rendering reflections of your occlusion (I'd rather leave the chrome shader reflective in the occ pass, you don't need self-occlusion on the trashcan if it doesn't have much diffuse response anyway...)

Reviewed the MIB_AMB_OCCLUSION Maya Documentation again; from what I'm understanding now, the REFLECTIVE option creates a "Reflective Occlusion" when selected - otherwise it's "Diffuse Occlusion". Is that correct? And when I create the separate "Reflective Occlusion" render pass, should I look to include specific geometry or should I include all of the model once again? Also, won't the result of multiplying both AO render passes cause a darker than desired result?



the dustbin is much too reflective...u should add more blur to it and should tone down its reflective color and it looks way too clean...add some dirt on it maybe?? too CG right now unlike the rest of the scene.

Created a new chrome material from scratch.


give variation to your wood texture and add bump maybe.

Increased the BUMP from .001 to .005. Slightly adjusted the Specular Roll-Off and Reflectivity. I couldn't go much higher without having to redo the entire material.



the wine bottle seems a bit blurry to me

I had added an offset version of the image to created the effect of visual divergence. I removed the effect and left it with DOF only.

jeremybirn
08-21-2013, 01:07 PM
hgagne -

The comp still looks a little flat and uniform to me. It seems as if you have a lot of fill/bounce light coming from inside the room, then a sunbeam, but otherwise no light from the sky coming through the window. In fact, parts of the windowsill (right under the window, just to the left of the sunbeam) look darker than the floor under the cabinets -- that couldn't be right. Without the sun or any interior lights visible, work on the fill light from the sky, if it's an area light in the window, just outside the window, a portal light, or however you want to do it. Make it look as if the light is coming from outside, pouring in through the window from all angles. The sunbeam is only one angle, but if you look at the window it looks bright out there from all angles.

For the occlusion, maybe try a falloff of 2, and a spread of 1, and you might need a higher max distance -- how many units high are the walls in the room (the floor to ceiling distance)? Use about half that amount as the max distance, but raise it if it is still too low to get nice gradients.

In Maya the Light Radius is just another way to make raytraced soft shadows. On an area light, you make the raytraced shadows softer by scaling up the area light. On a point light, you type in a light radius, and it'll cast raytrace shadows as if the light were an area light with that size radius. For example, a light radius of 30 would be like having a round area light with a 30 unit radius.

From where your scene is now, though, I think you need to turn down the brightness of your interior fill/bounce lights (you could do this in the comp), improve your occlusion pass, and then multiply the fill/bounce layer with some occlusion, and that'll give you nice fill light with some soft shaping to it. Then add soft fill light from the exterior coming in through the window (a big area light might do it), and add your sunbeam. See how far that gets you before you worry about shadowing from the interior fill lights or any other issues.

-jeremy

jeremybirn
08-21-2013, 01:11 PM
luminosa-

Nice work. What I see outside the window looks like a very foggy, softly lit scene. I don't know if there would be such a sharp sunbeam coming in through the side window, or if it would be coming from such a low angle. For that kind of soft lighting, though, you really need to work on soft fill light from the sky coming in through the windows and glass doors, maybe from area lights outside.

-jeremy

hgagne
08-21-2013, 11:19 PM
Jeremy,

As always, your insights are most welcomed. :bowdown:

- Hilaire

The comp still looks a little flat and uniform to me.

NICK is in the Hallway looking into a brightly lit kitchen - essentially, as noted in the script. As such, I'm looking to ensure that the following visual effects are conveyed:

- The light coming through the window should be overpowering.
- Visually guide the viewer from the window to the bottle.
- Slight blur and tunnel vision effects.
- Slight saturation of colors.
- and mostly importantly, a believable scene.


... IMO, I'm not achieving most of these points in the second attempt, the first attempt was somewhat closer but still not quite there.


* EDIT 27/08/2013 *

I'm adding these edits to this post for a few reasons:

1. so as to keep my posts (aka clutter) down as much as I can so as to keep the thread relevant and useful. Realize this means that the edits may be overlooked.

2. as expanded notes to these points for future reference assuming the thread/posts remains around for a bit.

3. as extra information for other newcomers who are trying to learn and grasp the subtleties of lighting.


It seems as if you have a lot of fill/bounce light coming from inside the room, then a sunbeam, but otherwise no light from the sky coming through the window.

After the Direct Light (sun), the Area Light (window fill) in the window is the second strongest light.

When I disable all lights except the Window Fill (#04) light, the Window Wall is completely black and the shadow from the counter to the floor is as I would expect. The light is colored to match the sky color in the image - light blue.

Q: Am I off the mark? Should the light *not* be illuminating the inside wall with the Window?


In fact, parts of the windowsill (right under the window, just to the left of the sunbeam) look darker than the floor under the cabinets -- that couldn't be right.

I think I see what you mean; not just directly under the cabinet lip but also the shadowed area on the floor.

Q: Correct?


Without the sun or any interior lights visible, work on the fill light from the sky, if it's an area light in the window, just outside the window, a portal light, or however you want to do it. Make it look as if the light is coming from outside, pouring in through the window from all angles. The sunbeam is only one angle, but if you look at the window it looks bright out there from all angles.

I'm going to go back and rewatch your DVD tutorial on lighting the kitchen to see if I can figure out where I fell off track.


For the occlusion, maybe try a falloff of 2, and a spread of 1, and you might need a higher max distance -- how many units high are the walls in the room (the floor to ceiling distance)? Use about half that amount as the max distance, but raise it if it is still too low to get nice gradients.

The scene is currently in Centimeters - the default when I opened the downloaded kitchen scene. I'll double-check the wall/ceiling/floor units and extrapolate an amount.

* EDIT 27/08/2013 *

Dimension are: L280cm x W160cm x H140cm. Well, I'm apparently working with a kitchen designed for hobbits ... I was certain I had rescaled; good thing I'm still a rookie at this.


In Maya the Light Radius is just another way to make raytraced soft shadows. On an area light, you make the raytraced shadows softer by scaling up the area light. On a point light, you type in a light radius, and it'll cast raytrace shadows as if the light were an area light with that size radius. For example, a light radius of 30 would be like having a round area light with a 30 unit radius.


I had to use raytrace values well over 128 before I stopped seeing artifacts - similar to what you show during your DVD kitchen tutorial.

Q: In other words, my radius shouldn't not have exceeded the unit count between the left/right walls of the kitchen?


From where your scene is now, though, I think you need to turn down the brightness of your interior fill/bounce lights (you could do this in the comp), improve your occlusion pass, and then multiply the fill/bounce layer with some occlusion, and that'll give you nice fill light with some soft shaping to it. Then add soft fill light from the exterior coming in through the window (a big area light might do it), and add your sunbeam. See how far that gets you before you worry about shadowing from the interior fill lights or any other issues.

-jeremy

Lots to digest in this paragraph and I think I'll have a few questions but not sure what they're going to be yet ... thanks for being patient and helpful.

I'm going to go back to the scene and rework the intensities of the lighting setup for the second attempt. IMHO, that's where I should be focusing on improving my skills/knowledge - the foundations; I can get creative in Comp later.

Guess I need to push myself a̶ ̶b̶i̶t̶ harder on this one.

* EDIT 26/08/2013 *

Further forum searching brought up this thread - all kinds of goodness in it:

http://forums.cgsociety.org/showthread.php?t=1105089


When I set out to learn lighting via Maya, I started with the concept of direct illumination - i.e. standard Maya Lights/Materials. I had to move to Mental Ray (MR) rendering as I couldn't obtain the effects I wanted for glass + shadows. I've also set the MR renderer to Legacy Sampling (not the new Uniform Sampling).

I also wanted to build skill using traditional lighting (even though it may be so '2002') as I felt the foundations were important ... maybe I'm incorrect in this approach, but non-the-less, I'm looking to finish all four scripts of the 2nd Lighting Challenge with this mindset.

With what I have learned to date, it's apparent I should have created all my materials using MR materials and lit the scene using MR lights and rendered using Uniform Sampling.

luminosa
08-26-2013, 12:58 PM
Originally Posted by jeremybirn
Nice work. What I see outside the window looks like a very foggy, softly lit scene. I don't know if there would be such a sharp sunbeam coming in through the side window, or if it would be coming from such a low angle. For that kind of soft lighting, though, you really need to work on soft fill light from the sky coming in through the windows and glass doors, maybe from area lights outside.

hmmm is this better???
http://i591.photobucket.com/albums/ss353/monk169/compnew_zps0e1867d1.jpg (http://s591.photobucket.com/user/monk169/media/compnew_zps0e1867d1.jpg.html)
last one was
http://i591.photobucket.com/albums/ss353/monk169/compnew_zps5cfa6351.jpg (http://s591.photobucket.com/user/monk169/media/compnew_zps5cfa6351.jpg.html)
i think i m missing something...i like the 2nd image better....

jeremybirn
08-27-2013, 04:10 AM
Hi luminosa -

I'm not clear on exactly what you were testing there with those images. The 2 things I was suggesting were that softening the light would help match the foggy day better, so you could try softening the main light coming through the side window a little, and also that you could use more soft fill light coming through the windows (perhaps from an area light or portal light in each window) simulating soft light from the bright foggy outside entering the windows. I'd be able to notice if you had softened the key light, becayse the shadows on the right wall would be softer. If you have soft fill light coming in through the window and side doors, you could try rendering that in a separate pass and posting an image of your soft fill from the outside, all by itself, so we can discuss that in isolation from any other lights.

-jeremy

luminosa
08-28-2013, 07:19 PM
@jeremybirn - thanks!!that really helped clear up the confusion...wonder why i was confused at all...so here is the refined version and i do like it better now :)
http://i591.photobucket.com/albums/ss353/monk169/compnew_zpsf67bacc2.jpg (http://s591.photobucket.com/user/monk169/media/compnew_zpsf67bacc2.jpg.html)

here are the passes jeremy....hope this satisfies ur request too hgagne....

BEAUTY
http://i591.photobucket.com/albums/ss353/monk169/newbeauty2_zps4e6d8d69.jpg (http://s591.photobucket.com/user/monk169/media/newbeauty2_zps4e6d8d69.jpg.html)

KEY DIFFUSE
http://i591.photobucket.com/albums/ss353/monk169/frenchWINDOWdiff2_zps5c679d47.jpg (http://s591.photobucket.com/user/monk169/media/frenchWINDOWdiff2_zps5c679d47.jpg.html)

KEY SPECTACULAR
http://i591.photobucket.com/albums/ss353/monk169/specularFRENCHwindow2_zps7b1e0c46.jpg (http://s591.photobucket.com/user/monk169/media/specularFRENCHwindow2_zps7b1e0c46.jpg.html)

FILL DIFFUSE
http://i591.photobucket.com/albums/ss353/monk169/kitchenWINDOWdiff2_zps65dde37c.jpg (http://s591.photobucket.com/user/monk169/media/kitchenWINDOWdiff2_zps65dde37c.jpg.html)

FILL SPECTACULAR
http://i591.photobucket.com/albums/ss353/monk169/specularKITCHENwindow2_zps8bf22cf4.jpg (http://s591.photobucket.com/user/monk169/media/specularKITCHENwindow2_zps8bf22cf4.jpg.html)

OCCLUSION 1
http://i591.photobucket.com/albums/ss353/monk169/occ_zpsb054477d.jpg (http://s591.photobucket.com/user/monk169/media/occ_zpsb054477d.jpg.html)

OCCLUSION 2
http://i591.photobucket.com/albums/ss353/monk169/occ2_zps994c28e9.jpg (http://s591.photobucket.com/user/monk169/media/occ2_zps994c28e9.jpg.html)

LUMINENCE
http://i591.photobucket.com/albums/ss353/monk169/luminance_zps400a3309.jpg (http://s591.photobucket.com/user/monk169/media/luminance_zps400a3309.jpg.html)

i used luminence for faking depth of field and i also had an ambient light with very low intensity placed opposite to the small window for a global fill light...
thanks!!

hgagne
08-28-2013, 07:27 PM
@luminosa:

Very nice!

Quick question; what is the different between OCCLUSION1 and OCCLUSION2? Did you apply both? Is one the Diffuse and the other Reflection (checkbox enabled on AO)?

Thanks.

luminosa
08-29-2013, 05:26 PM
@hgagne
the different between OCCLUSION1 and OCCLUSION2, as you can see is that occlusion 1 gives tighter wall corner shadow.I find that using both gives a better result. So yes I used both. And no, both are the same..... I just kept the Spread=1 and changed the max distance for both...for occ1 =3 for occ2=40.

jeremybirn
08-29-2013, 08:58 PM
luminosa -

Thanks for posting your passes.

The key looks good, it just needs to be softer if you're trying to match the very cloudy, foggy day I see outside the windows.

Fill light needs to cast soft shadows -- it's too big and bright and directional a light to get away with just using occlusion to darken parts of it.

The fill light should light more of the area around the window -- why isn't it hitting the sink at all? Imagine if you put your head right where that sink is, and looked around: the sky up through that window would be the brightest thing you saw, wouldn't it? Why wouldn't the sink and counter be getting lots of light coming through that window?

You need some soft fill light coming through the side door, too, lighting the floor right under the door -- that floor near the side door is a problem area because the floor looks reflective where it reflects the trash can, but it doesn't seem to be reflecting the exterior sky or glass door at all, which should be brighter than the transhcan. If one of your layers is the background image, then make sure that layer includes reflections onto the floor (through side doors) and sink and sink faucet (through the back window.)

Your occlusion 2 looks like a good occlusion pass. You can multiply that with whatever pass you have your interior fill/bounce in. I just think the fill light from the outside needs its own shadows instead of occlusion.

-jeremy

hgagne
08-29-2013, 09:52 PM
...

Thanks for posting your passes.

...

I see luminosa posted a specular pass for the FILL as well as the KEY and I'm working on the assumption that only the KEY light should have specular. Is there a loose set of rules/guidelines as to when to apply specular to the FILL pass?

Most of the books, tutorials, and online searches don't seem to go into detail when it comes to the topic of specular usage other than key. Is there any information that you can send me to for further reading?

Advance thanks,

jeremybirn
08-30-2013, 02:59 AM
I see luminosa posted a specular pass for the FILL as well as the KEY and I'm working on the assumption that only the KEY light should have specular. Is there a loose set of rules/guidelines as to when to apply specular to the FILL pass?

Most of the books, tutorials, and online searches don't seem to go into detail when it comes to the topic of specular usage other than key. Is there any information that you can send me to for further reading?

You don't usually have any reason to split out a specular pass for a light, it's not as if people are rendering separate specular passes for each light in most movies or anything. I guess one time you might need specular highlights as a separate pass would be if you were going to post-process the scene and put a glow around bright highlights, then a separate specular pass might be handy. Or, if you weren't really sure how much you'd want to remove specularity from a light during a composite, you could render a separate specular pass just to play with it -- I figure in this case it was a specular pass just to allow for tweaking in the compositing program, so doing it for all the brighter lights could make sense.

-jeremy

RAMKUMARCG
08-30-2013, 12:54 PM
here i tried lighting Fruit Bowl,plz feedback how i had done

RAMKUMARCG
08-30-2013, 06:32 PM
Sorry ill upload on new post

hgagne
08-30-2013, 07:22 PM
Hi Jeremy,

I have tried to organize this post as best I could as I recognize that your efforts to review, critique, and respond to questions are likely done on your spare time.

Regards,

Hilaire


Motivation

Here are my thoughts while creating the scene.

_____NICK staggers into THE KITCHEN, squinting to shield his
_____eyes from the morning sun.
_____
_____NICK
_____(VO)
_____
_____THE ONLY REAL CURE FOR A HANG-OVER IS ANOTHER BOTTLE
_____OF BOOZE. THE TRICK IS TO PASS OUT AGAIN BEFORE YOU
_____PUKE IT UP.


Wanted the light coming through the window to instill a feeling of squinting
Added lighting ('rainbowish') effects to slightly distort some of the colors in the region of the bottle/window
Applied Depth Of Field to simulate visual blur; did away with the offsetting a 2nd image instance
Added a vignette, slightly tinted green, to simulate tunnel vision
Slight camera angle to instill feeling of uneasyness



Review of Critiques/Comments from Jeremy/luminosa

Occlusion: shouldn't create gray lines tracing corners/edges; should contribute to the definition of scene
Occlusion: alcove above kitchen counter & below top cabinet should be shaded darker in occlusion pass

Reflection: needs more reflection on floor
Reflection: more shaping towards cabinet edge
Reflection: close attention to what is visibile in reflections (window color, dooors, shaping, etc.)
Reflection: harsh line between flat shadow-tone & flat sunlit area; no shaping/shading

Texture: Trash receptacle too reflective; needs more bluriness
Texture: More variation on the wood texture required

Lighting: too much interior fill/bounce light, insufficient fill light from exterior
Lighting: shaded windowsill area darker than shadow on floor in front of cabinet

Composition: too flat and uniform



Challenges

I'm still having some challenges on the transition of the shadow on the floor and what is visible in the trashcan. I still find the transition line is too sharp (hard) but I'm unsure how to address the issue on the floor and in the trashcan reflection.

I'm also having an issue where the floor doesn't seem to provide sufficient reflection. Looking at my full room view however, leads me to think that I have sufficient reflectivity on the floor.

Here is a link to the Camera View that I used while testing the lighting for the final scene.

Overall Room View: http://fav.me/d6kbun0



Light Placement

Light type and purpose.

#01 key sun directional, raytrace shadow), #02/#03 bounce ceiling (area, raytrace shadow), #04 OpticalFX Glow/Halo (point), #05 fill sky (area, raytrace shadow), #06 fill living room (area, raytrace shadow), #07 fill hallway (point), #08 bounce window frame (point), #09 bounce wall sun (point, raytrace shadow), #10 bounce table/counter sun (point, raytrace shadow), #11/#12 sink (point), #13 bounce kitchen wall (area), #14 bounce hallway wall (area), #15 bounce living room wall (area), #16 bounce floor (area), #17 illuminate under fan, table, seats, top cabinet (area)

Light Placement: http://fav.me/d6kbv93



Final Composite

Third attempt at lighting script #02 of second Lighting Challenge.

http://fc02.deviantart.net/fs70/f/2013/242/e/b/lc002__four_scripts_no__02_final_rev_2_by_hgagne-d6kbrw6.jpg



Breakdown of Rendering Passes

I rendered each pass as a separate image in the hopes that it may help me better understand which pass I need to improve. Ordered from last (top) to first (bottom):


_____Vignette+Sun+OpticalFX (Screen): http://fav.me/d6kbw6t, OpticalFX Only: http://fav.me/d6kbvtz
_____+
_____Sun (Screen): http://fav.me/d6kc5bh
_____+
_____Ambient Occlusion (Multiply): http://fav.me/d6kbuap
_____+
_____Fill Sky (Screen): http://fav.me/d6kbso9
_____+
_____Bounce (Normal): http://fav.me/d6kbsah
_____+
_____Z-Depth (for Photoshop Lens Blur): http://fav.me/d6kbwkb

Kysg
08-31-2013, 09:14 PM
Looks kinda kool, I'm not feeling that chrome bin though.

I guess looking at this.

Chrome bin I'd blur a bit more, miaenvblur, or change the material, or blend it with another material.

I'm not really feeling the wood textures either. so maybe a bump or something, just seems kinda flat. Oh and the wine bottle, I think too reflective...

As far as lighting setup I have to review it again, I was sure it something with the fill light but I gotta look again.

jeremybirn
09-01-2013, 12:39 AM
hgagne -

For the fill from the sky, try using an inverse square (quadratic) decay. If you're using a linear workflow then a true inverse square shouldn't appear too harsh. This will make the area right near the window brighter, and it won't light the back of the room so brightly in reflections.

-jeremy

hgagne
09-01-2013, 02:47 AM
Sincerely appreciate all comments/feedback to date; it is helping to fill in knowledge gaps and answering some of the many questions I had regarding some of the results I'm obtaining using Maya.

Starting with the next lighting challenge, I will be looking to use MR based lighting/textures.


Looks kinda kool, I'm not feeling that chrome bin though.

I guess looking at this.

Chrome bin I'd blur a bit more, miaenvblur, or change the material, or blend it with another material.

I'm not really feeling the wood textures either. so maybe a bump or something, just seems kinda flat. Oh and the wine bottle, I think too reflective...

As far as lighting setup I have to review it again, I was sure it something with the fill light but I gotta look again.

Hi Kysg,

Appreciate the feedback.

Other than the wine bottle labels and window image, the remainder of the materials are all procedurals using Maya (not MR) shaders. That said, I'll make some time in the next few days to experiment some more with the current materials and try to incorporate some of your comments.


hgagne -

For the fill from the sky, try using an inverse square (quadratic) decay. If you're using a linear workflow then a true inverse square shouldn't appear too harsh. This will make the area right near the window brighter, and it won't light the back of the room so brightly in reflections.

-jeremy

Much appreciated Jeremy.

I'll change the Fill light from No Decay to Quadratic to see what that yields.

I've been struggling with the Linear Workflow as all of the output renders are coming out too dark. I'm experiencing a fair amount of clipping on the white/black ends and I suspect it has to do with my building the scene using Maya lights and Maya materials. I currently work around it by exporting the renders using the Color Managed Image (CMI) option ... which I realize is not the proper approach.

wuyuzhu
09-01-2013, 04:12 PM
http://s806.photobucket.com/user/awu2500/media/TheCarnival_zps040de960.jpg.html?sort=3&o=0#/user/awu2500/media/TheCarnival_zps040de960.jpg.html?sort=3&o=0&_suid=137805016687707221238434072112

wuyuzhu
09-01-2013, 04:23 PM
http://s806.photobucket.com/user/awu2500/media/TheCarnival_zps040de960.jpg.html?sort=3&o=0#/user/awu2500/media/TheCarnival_zps040de960.jpg.html?sort=3&o=0&_suid=137805016687707221238434072112

Please give comments:bounce:

jeremybirn
09-02-2013, 04:03 PM
I'll change the Fill light from No Decay to Quadratic to see what that yields.

I've been struggling with the Linear Workflow as all of the output renders are coming out too dark. I'm experiencing a fair amount of clipping on the white/black ends and I suspect it has to do with my building the scene using Maya lights and Maya materials. I currently work around it by exporting the renders using the Color Managed Image (CMI) option ... which I realize is not the proper approach.

Set things up with these instructions:

http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/GUID-F7A7FC66-4D36-4544-9DBD-24FA35C66C2C.htm,topicNumber=d30e685712

This fully works with Maya lights and materials, those are totally OK. I'm assuming you're rendering in Mental Ray? If you're getting clipping on the white end, you should switch your output format to Open EXR and under Framebuffer settings set it to Half floats (Half is 16 bits per channel, but it's still floating point) -- then you need to convert that to 8-bit sRGB after you render, but I assume whatever you're using to composite can do that.

Once you set an area light in the window to Quadratic, you'll need to increase the intensity a lot, sometimes into many thousands, just keep adding zeros to the intensity (if 10000 not enough try 100000, etc.) until you get it to show up, but with a correct linear workflow it will look natural, like a real panel of light, and it'll decay correctly. If you didn't have a linear workflow, then you'd be viewing the light at the wrong gamma, and Quadratic would always look much too harsh and the light would get blown-out too bright near the window before you could get it to fill-in the rest of the room at all.

Don't worry if there's still some pure black in your scene, if you're rendering with just the sky fill and no other fill lights (and no final gather or GI or anything), isolating one light like that should give you some black areas. You can use other lights for interior fill or bounce.

-jeremy

jeremybirn
09-02-2013, 04:14 PM
wuyuzhu -

That's a wonderful fantasy scene!

I like how the light bulbs look on the ceiling of the carousel -- the ones on the ceiling above the horses look bright, and have a glow around them as if they were really lighting the area up. The light bulbs on the outside edge of the carousel don't look as bright, and they don't seem to really be lighting anything, maybe you could make them brighter, and create some lighting around them onto the side of the carousel, or at least add glows around them? The same could be done with the lights on the Ferris wheel -- try to get the lights to look more like the ones in this picture, bright with glows around them:

http://upload.wikimedia.org/wikipedia/commons/8/88/CNE_midway_at_night.jpg

The water is nice. The horizon (where the water meets the sky) could use some more haze over it, or else the sky could get brighter near the horizon, to blend the water and sky together more naturally. Maybe the water needs to extend further out, so there's water going off into the distance beyond the circus tent?

Great work, anyway! It's very imaginative.

-jeremy

deijardon
09-04-2013, 01:05 AM
Just started the lighting challeges so I'm going back and trying to tackle some of these awesome scenes. Did the still life today.

http://farm6.staticflickr.com/5466/9666154389_4716389908_o.jpg

wuyuzhu
09-04-2013, 02:59 PM
wuyuzhu -

That's a wonderful fantasy scene!

I like how the light bulbs look on the ceiling of the carousel -- the ones on the ceiling above the horses look bright, and have a glow around them as if they were really lighting the area up. The light bulbs on the outside edge of the carousel don't look as bright, and they don't seem to really be lighting anything, maybe you could make them brighter, and create some lighting around them onto the side of the carousel, or at least add glows around them? The same could be done with the lights on the Ferris wheel -- try to get the lights to look more like the ones in this picture, bright with glows around them:

http://upload.wikimedia.org/wikipedia/commons/8/88/CNE_midway_at_night.jpg

The water is nice. The horizon (where the water meets the sky) could use some more haze over it, or else the sky could get brighter near the horizon, to blend the water and sky together more naturally. Maybe the water needs to extend further out, so there's water going off into the distance beyond the circus tent?

Great work, anyway! It's very imaginative.

-jeremy

Thank you for your appreciation, my English is not very good, may mean not very clear.

I really can't believe you can see my work, and give advices, I will think about these proposals. I have read your book, it really is a good book, and I learned a lot of knowledge from this book. I am a college graduate, is looking for a 3D animation work, can you tell me what technology companies like Pixar is used for lighting and material design? What do I need to learn to become a good 3D artist?

deijardon
09-06-2013, 01:57 AM
Going back through all the old challenges. Learned A LOT on this one. Mainly that I hate sss in vRay because the results were always random. Anyway, I'm pretty happy with the final in any case :) Cheers!

http://farm8.staticflickr.com/7322/9684397828_f1b0f01e4b_o.jpg

hgagne
09-06-2013, 02:35 PM
Going back through all the old challenges. Learned A LOT on this one. Mainly that I hate sss in vRay because the results were always random. Anyway, I'm pretty happy with the final in any case :) Cheers!

Hi deijardon,

The window reflection in the cherries helped "sell" the sun/shade over the remainder of the plate. The grapes look great and IMHO, the SSS works really well. There's a nice feeling of depth without looking to "bump map'ish" and the textures on the fruit and plate also look amazing; I'd say the pear followed by the cherries are probably the least convincing for me but as an artistic choice they most certainly work.

I also like the slight depth of field; adds just the right amount to make the overall scene feel real for me. It would be interesting to see how the scene would look with a bit more "play" of light on the backdrop. There's some hints of a nice looking backdrop but it's a bit too dark to make out - which is a shame, as it looks like you put effort creating it.

Looking at the shadows, it seems like the shadows are in the same direction as where the sunlight is coming from (ex: cherries, smaller orange) - I would have expected them to be on the opposite side of the fruits. I'm assuming the shadow of the banana on the plate is being cast by the same light as the sunlight; however, the brightest spots on the fruit make it feel like that isn't the case.

Not sure if you were interested in feedback, but that's my 2C's worth.

Nicely done!

:)

hgagne
09-06-2013, 03:23 PM
Once again,

Appreciate all of the feedback provided to date. The purpose of posting so much detail is not only to help me improve my skills at lighting but to hopefully benefit others who are looking to build their skills at lighting - it's truly an art form!

Added a bit more 'MI Relfection Blur' to chrome shader, reworked the table/chair wood shader, increase bump on trim shader, reduce reflection on bottle shader. Changed Fill light decay rate to 'Quadratic'.

Review 'Linear Workflow' link provided by Jeremy (much appreciated!) since I am using Mental Ray (MR). Applied setting I had missed. The final composite is done via Adobe Photoshop CS6 which does not natively support OpenEXR so I have been using Maya .IFF with a 16-bit Short (4x16) Float Framebuffer as Maya throws-up compatibility errors in 32-bit.

Reference: http://forums.autodesk.com/t5/Shading-Lighting-and-Rendering/Warning-Mayatomr-Scene-output-data-type-quot-rgba-h-quot/td-p/4290734


As of this note, I haven't yet researched the cost of purchasing the OpenEXR plug-in.

Starting with the third lighting challenge, I'll be looking to configure my Linear Workflow, switch to MR shaders and lighting, and apply the Gamma utility nodes as per the Maya documentation.

Reference: http://forums.autodesk.com/t5/Shading-Lighting-and-Rendering/Need-clarification-on-Raytrace-Shadow-attributes/td-p/4320711

Regards,


Hilaire


Motivation

Here are my thoughts while creating the scene.

_____NICK staggers into THE KITCHEN, squinting to shield his
_____eyes from the morning sun.
_____
_____NICK
_____(VO)
_____
_____THE ONLY REAL CURE FOR A HANG-OVER IS ANOTHER BOTTLE
_____OF BOOZE. THE TRICK IS TO PASS OUT AGAIN BEFORE YOU
_____PUKE IT UP.


Wanted the light coming through the window to instill a feeling of squinting
Added lighting ('rainbowish') effects to slightly distort some of the colors in the region of the bottle/window
Applied Depth Of Field to simulate visual blur; did away with the offsetting a 2nd image instance
Added a vignette, slightly tinted green, to simulate tunnel vision
Slight camera angle to instill feeling of uneasyness



Review of Critiques/Comments from Jeremy/luminosa/kysg

Occlusion: shouldn't create gray lices tracing corners/edges; should contribute to the definition of scene
Occlusion: alcove above kitchen counter & below top cabinet should be shaded darker in occlusion pass

Reflection: needs more reflection on floor
Reflection: more shaping towards cabinet edge
Reflection: close attention to what is visibile in reflections (window color, dooors, shaping, etc.)
Reflection: harsh line between flat shadow-tone & flat sunlit area; no shaping/shading
Reflection: bottle too reflective

Texture: trash receptacle too reflective; needs more bluriness
Texture: more variation on the wood texture required

Lighting: too much interior fill/bounce light, insufficient fill light from exterior
Lighting: shaded windowsill area darker than shadow on floor in front of cabinet

Composition: too flat and uniform



Reference View

Here is a link to the Camera View that I used while testing the lighting for the final scene; changes noted above not applied.

Overall Room View: http://fav.me/d6kbun0



Light Placement

No change from previous scene; light type and purpose.

#01 key sun directional, raytrace shadow), #02/#03 bounce ceiling (area, raytrace shadow), #04 OpticalFX Glow/Halo (point), #05 fill sky (area, raytrace shadow), #06 fill living room (area, raytrace shadow), #07 fill hallway (point), #08 bounce window frame (point), #09 bounce wall sun (point, raytrace shadow), #10 bounce table/counter sun (point, raytrace shadow), #11/#12 sink (point), #13 bounce kitchen wall (area), #14 bounce hallway wall (area), #15 bounce living room wall (area), #16 bounce floor (area), #17 illuminate under fan, table, seats, top cabinet (area)

Light Placement: http://fav.me/d6kbv93



Final Composite

Fourth attempt at lighting script #02 of second Lighting Challenge.

http://fc00.deviantart.net/fs71/f/2013/249/8/8/lc002__four_scripts_no__02_final_rev_3_by_hgagne-d6l8cjk.jpg



Breakdown of Rendering Passes

I rendered each pass as a separate image in the hopes that it may help me better understand which pass I need to improve. Ordered from last (top) to first (bottom):


_____Vignette+Sun+OpticalFX (Screen): http://fav.me/d6l8dlp, OpticalFX Only: http://fav.me/d6l8dhc
_____+
_____Sun (Screen): http://fav.me/d6l8dbj
_____+
_____Ambient Occlusion (Multiply): http://fav.me/d6l8cvh
_____+
_____Fill Sky (Screen): http://fav.me/d6l8d61
_____+
_____Bounce (Normal): http://fav.me/d6l8d0n
_____+
_____Z-Depth (for Photoshop Lens Blur): http://fav.me/d6l8drm

jojo1975
09-07-2013, 10:17 AM
@wuyuzhu

I like a lot the colors of the image. The mood is very dreamy. I will adjust the shaders of the circus tent and also I will add a bit of noiuse also to all the shaders in general (the shaders of horses look very good and "noisy") I

Keep Going

@deijardon (http://forums.cgsociety.org/member.php?u=357670) the smoke no smoke is a wonderful start. Add a bit more dirt to the shaders to make them look a bit more realistic.
About the final fruit I I love it. The camera angle make the fruit look a bit small, but the shaders look very very good. I will just change a bit the texture of the apple. Did you unwrap it ?

@hagne. Jeremy is the master so I just will only add a small suggestion about the shaders. The wood texture seems too big for the table and also for the chair. Also the bin is quite too reflective ;) Keep going and posting

Giorgio

hgagne
09-07-2013, 11:35 AM
@hagne. Jeremy is the master so I just will only add a small suggestion about the shaders. The wood texture seems too big for the table and also for the chair. Also the bin is quite too reflective ;)

Appreciate the feedback Giorgio!

I'll experiment some more on the wood texture; I had decreased the age and increased the spacing as I found it was looking too busy. I used the Fit To BB on the Place3D nodes to encapsulate the chairs and table.

Are you saying that I should increase the blur of the visible reflection in the bin?

Cheers,

deijardon
09-10-2013, 04:31 AM
Hi deijardon,

The window reflection in the cherries helped "sell" the sun/shade...

Nicely done!

:)

hgagne,

Thanks for your critique! I really do appreciate it. I never thought to look at the reflections to make sure they aligned with the key light. Great eye on that. I see now as well that the BG is really sad looking. I can definitely spend a little more time on that and balancing out the whole image. I'm trying to push through all the old challenges but will revisit this one with your notes soon. Thanks again!

deijardon
09-10-2013, 04:33 AM
Here's my current wip on the eye. Comments and critiques very welcome!

http://farm4.staticflickr.com/3684/9715759396_06b6a69719_o.jpg

raysonate
10-31-2013, 03:14 PM
Hi guys:

Being a CG hobbyist who is interested in lighting and compositing field, I noticed the easy-to-digest mini lighting challenges few years ago. But not until recently do I encourage myself to do some serious study and practice. So below is my first attempt, old school fruit bowl:

Direct lighting w/ simple shaders approach:
http://www.flickr.com/photos/100936792@N05/9621393778/

Indirect lighting (GI on) w/ SSS shaders approach:
http://www.flickr.com/photos/100936792@N05/9618154069/

HDR, SSS, and GI on:
http://www.flickr.com/photos/100936792@N05/9622943264/

Welcome comments and critics!

Kysg
11-01-2013, 05:44 PM
Well here it goes.

It is very easy to slap and hdr on something and think you get the desired result. Just because you hit the HDR/FG button does not mean it will look correct. I'm learning this the hard way.

HDR setup: Fabric seems to be too glossy. Apple too reflective and missing specular highlight. Although true reflection seems like the correct move the spec highlight should be there.

The specularity on the grapes needs to be broken up. The grapes also lack translucency. Fuzz might also be helpful. Can fake via procedurals.

Your plums go very flat and the fresnel seems too high.

Also the bowl that fruit sits on needs to be smoothed.

Also in all your shots the fruit layer seems very flat and cut out against the BG. I don't know if you are comping this but you might want to add a rim light to help break that up. Or if you are comping this use lightwrap and/or edgeblur

Finally I don't see the SSS effect as you describe SSS should create translucency you put a light in front and a light behind your subject. Or maybe I'm wrong.


Your direct lighting interests me the most: Do be aware that you want to have specularity on for just your key light. Your banana seems to blow out so you need to reduce the specularity in the shader. Or reduce light intensity. Your also missing a ground shadow here for some reason. Also break up the color a little bit, don't apply just a base coat, break that color up. And the leaf on the apple needs a bump map and translucency.

I would just concentrate on a studio light setup and skip HDR and SSS, or just use SSS and skip hdr. Just focus on a good Key light with a good color, the fill, and rim lights, once those are in place use kickers and bounce lights to simulate indirect illumination.

raysonate
11-02-2013, 06:13 AM
Well here it goes.

It is very easy to slap and hdr on something and think you get the desired result. Just because you hit the HDR/FG button does not mean it will look correct. I'm learning this the hard way.

HDR setup: Fabric seems to be too glossy. Apple too reflective and missing specular highlight. Although true reflection seems like the correct move the spec highlight should be there.

The specularity on the grapes needs to be broken up. The grapes also lack translucency. Fuzz might also be helpful. Can fake via procedurals.

......

Wow thanks Kysg for the detailed analysis. Really point out things I miss on my self-teaching journey. Honestly I thought I am kind of stuck in the middle not knowing go to more painting-look side or photorealistic side. But seems there're more fundamental requirements to be accompanished in terms of CG lighting. So next I'll go back to fine tune the shader and give some try from your comments.

Cheers! :)

hgagne
11-04-2013, 05:22 PM
Wow thanks Kysg for the detailed analysis. Really point out things I miss on my self-teaching journey. Honestly I thought I am kind of stuck in the middle not knowing go to more painting-look side or photorealistic side. But seems there're more fundamental requirements to be accompanished in terms of CG lighting. So next I'll go back to fine tune the shader and give some try from your comments.

Cheers! :)

I'm in the same situation; in that time, location, and financial constraints add to the challenge of learning.

If it's of help ...

I made time to review (read) all of the posts in past threads on a given challenge while working through the lighting. It takes a few days to do but the knowledge you gain is indispensable.

Additionally, it's worth it to pick up a few good learning resources (books) on lighting if you haven't already. A few that I have found very helpful are:

- Digital Lighting & Rendering, Jeremy Birn
- Light for Visual Artist, Richard Yot
- Color & Light, James Gurney
- Advanced Maya Texturing & Lighting, Lee Lanier
- 3D Lighting Concepts & Techniques, Arnold Gallardo


Cheers,

runejw
11-25-2013, 06:43 AM
Redid an old challenge - LC #21 - by using light emitters (invisible objects emitting light) instead of area lights. Rendertime down from 1 h 30 min to 13 min
One volumetric spot for the window.

http://imageshack.us/a/img713/6905/righ.jpg (http://imageshack.us/a/img713/6905/righ.jpg)

Benefit: Less rendertime and cleaner result (area lights in Modo gives grains that need many samples to clean up), however less control on light distribution (watt and color only twekable parameters for eash object)

jeremybirn
11-25-2013, 06:47 PM
Rune J. W. -

Nice bedroom scene. I don't really feel as if most of the light is coming from the window, though. It looks as if the room should be lit by the window, but is being lit mostly from above the bed?

-jeremy

shennie
11-25-2013, 11:15 PM
hi guys,

I also gave the fruitbow a try. just basic materials right now. basic settings for sss right now which later will be combined with textures f.e. on the bananas and grapes.

scene is lit with 3 areas. hope u liek it this far. cc is welcome

cheers

http://s24.postimg.org/i3tlvrtpd/fruit.jpg (http://postimg.org/image/i3tlvrtpd/)

runejw
11-26-2013, 04:12 PM
Thanks for the comment Jeremy, and right you are. In my eagerness to make it well lit there's a point light in the ceiling at the position of the ceiling lamp (quite strong), plus a little too many watts from some lumigons. Will work on it further.

runejw
11-27-2013, 10:41 PM
Important oversight with lumigons on my part. Of course I configured them to only be visible to indirect rays... however that means they also block indirect rays from other lights, so today I took care to make them visible to refractive rays and 100% transparent.

That gave a significant difference and was able to reduce number of lumigons further. However that refractive depth now had to be increased gave a higher render time.

The first here 19min 30 sec
http://imageshack.us/a/img17/9211/26vd.th.jpg (http://imageshack.us/a/img17/9211/26vd.jpg/)

The above was still a bit bright in the ceiling, so changed the top material of the lumigons to give less bounce light to the ceiling. This render with less antialias (64 AA samples) took 16 min 49 sec
...and more importantly it looks like it is more lit only by the sunlight from the windows
http://imageshack.us/a/img837/1016/dy89.th.jpg (http://imageshack.us/a/img837/1016/dy89.jpg/)
Probably a bit too "hot" around the window frame though...

Mylifemywish
12-03-2013, 11:11 AM
I'm still a rookie in lighting......so this is wat i have come up wit....Plz do giv feedback and suggestions
http://balajiganesh.tumblr.com/image/68872867834

amitlighting
12-04-2013, 12:48 PM
http://i767.photobucket.com/albums/xx314/amitlighting/Lite_test_Final_Images_v001.jpg (http://s767.photobucket.com/user/amitlighting/media/Lite_test_Final_Images_v001.jpg.html)




:bowdown: :bowdown:

Mylifemywish
12-11-2013, 03:44 PM
I'm still a rookie in lighting......so this is wat i have come up wit....Plz do giv feedback and suggestions
http://balajiganesh.tumblr.com/image/68872867834

Mylifemywish
12-11-2013, 03:46 PM
http://balajiganesh.tumblr.com/image/68872867834 Hi..I'm still a rookie in lighting....Plz do giv suggestions n feedbacks!

jojo1975
12-15-2013, 11:56 AM
@ Mylifemywish (http://forums.cgsociety.org/member.php?u=538620) pls include the images in the post. and keep going ;)
@ Amit, waiting to see the model with new shaders ;)

Mylifemywish
12-16-2013, 04:46 PM
@jojo1975 i hv giving the direct link of the image in the previous post....tis image is a bit of low resolution....plz check the final render in the link on the previous post for better details....!!

yassein
12-20-2013, 07:04 PM
hi all
Here is my test
I hope that you like it
https://lh6.googleusercontent.com/-OWrJaiOgCZ8/UrSiLC-tiCI/AAAAAAAAAik/XAi4Ht0JSIY/s800/Natural_History.jpg

tarnishoar
01-05-2014, 11:30 AM
My attempt at "The Carnival" lighting challenge. Used Maya and V-ray.
Bokeh achieved in After Effects using Frischluft Lenscare.

http://i455.photobucket.com/albums/qq275/tarnishoar/carnival_00000.png

Kysg
01-05-2014, 09:08 PM
tarnishoar:

remove DOF, just pull, or reduce. Actually I'd say just pull because you don't need it.

Also very unsure about composition, I understand horses to left and pathway leading into shot but giant blurred DOF, no payoff really. I'm a bit unsure about where the emphasis of the shot is, whether it is the merry go round or if it's carnival, if it is the merry-go-round, I'm unsure about composition then.

sky looks like it needs more gradation, from lightblue to darkblue, can't tell.

besides that, play with color pallette more, instead of going crazy with ferris wheel colors try applying that to merry go round.

play with a few different camera angles.

prestonplatt
01-06-2014, 01:18 AM
@tarnishoar I actually love the scene Its like a miniature set. I don't know if thats what your going for but its really cool. Id love to see a little more variation in the grass maybe some spotting. Maybe push some more small details to sell that miniature look would be awesome. Lighting is very nice.

tarnishoar
01-06-2014, 05:05 AM
Thanks for the feedback James and Preston

@James
I agree. There is no single subject on focus which makes the composition confused. I had tried a few other camera angles before with some close-ups on the carousel. Maybe that could work. Usually a bokeh works only when there is a subject close to the camera. I chose this camera angle so that I could show more of the environment.

@Preston
I got the same "miniature looking" comment from another friend. I didn't intend to make it look that way. But if it looks appealing to you, that's purely by chance. I could perhaps try another camera angle with the carousel closer to the camera. The grass looks flat I agree. Will add some variation in blade length and light.

tarnishoar
01-06-2014, 07:20 PM
A different camera angle

http://i455.photobucket.com/albums/qq275/tarnishoar/carnival_00000-2.png

kcpr
01-08-2014, 10:38 PM
LC #32: Architectural Landmark is closed, but I can't stand ;) posting out-of-challenge version of Farnsworth House:

http://www.wizualizacje-3d.eu/media/k2/items/cache/be7685026070406a215779b242f1aa2e_XL.jpg (http://www.wizualizacje-3d.eu/en/portfolio)

Have a Good, Blessed New Year!!!

ashwinkumar7
01-17-2014, 01:43 PM
Dear All,

I have tried lighting the cabin. comments and critics welcomed

cabinLighting (http://img261.imagevenue.com/img.php?image=968766848_CabinNight_122_247lo.jpg)

nmcelmury
02-06-2014, 12:35 AM
Been a while since I've participated in a lighting challenge, I miss you guys!

Had some down time at work today and decided to take a stab at the old eyeball challenge. I think this is the first one I ever did way back in like 2006?

Not crazy about the eyelashes, maybe I'll redo them if I revisit this :)

Max, ZBrush, Vray, Hairfarm and Photoshop.

http://i.imgur.com/9gc0ZKE.jpg

http://i.imgur.com/IRINuE9.jpg

sinbawii
02-12-2014, 05:14 PM
I have completed this a while ago but I thought it would be great to get some feedback on it. I added a skull model other wise the scene is pretty much the same.

http://www.deviantart.com/art/skull-267197295

If you click the download button it will open a bigger image in a separate window.

Additional credits: Skull model by Insun Kwon

sinbawii
02-27-2014, 04:40 PM
http://sinbawii.deviantart.com/art/skull-267197295

Lighting surfacing and compositing: Myself
Skull model by Insun Kwon
Fruit models by Dan Wade

preet4069
03-02-2014, 08:46 AM
Hello everyone, :wavey:

I am completely new to cg society. Please anyone guide me that how can i participate in lighting challenges.

jojo1975
03-02-2014, 11:15 AM
Starting from here http://forums.cgsociety.org/showthread.php?f=185&t=319005 ;)
Also for downloading the models belonging to new challenges you just go in their own thread :)
Hope this help
Giorgio

thakingpin
03-02-2014, 05:58 PM
Can someone be kind enough to re-upload the MAYA scene file for Lighting Challenge #27: 52 Main St. ? Wanted to give this a try but i am not able to download the file from the original thread. Thanks in advance.

jojo1975
03-03-2014, 06:10 AM
Unofrtunatly I dont' have in my archive folder. Pls can anyone upload it ?
Thanks in advance
Giorgio

hgagne
03-12-2014, 06:05 PM
Can someone be kind enough to re-upload the MAYA scene file for Lighting Challenge #27: 52 Main St. ? Wanted to give this a try but i am not able to download the file from the original thread. Thanks in advance.

Still need this? If so, send me a PM.

* EDIT *

@Giorgio:

Sent the files over to you.

Kysg
03-25-2014, 11:43 PM
Looks like none of the old challenges are posted...Can't seem to get ahold of challenge 28 to the recent one because I wanted to work on those over the summer.

jojo1975
03-26-2014, 06:53 PM
I will have a look at my pc folder as soon as I will arrive home and try to post it :)
Giorgio

Kysg
03-27-2014, 12:38 AM
That would be cool

I know challenge 28,29,30 don't work I think

I dunno what happened to 32,33, 34

amitlighting
04-09-2014, 10:40 PM
hi,

i just faraway from lighting challenge....hear start from old challenge,,,,,need ur feedback




http://i767.photobucket.com/albums/xx314/amitlighting/Car_v001.png (http://s767.photobucket.com/user/amitlighting/media/Car_v001.png.html)

http://i767.photobucket.com/albums/xx314/amitlighting/passes_forfb0001copy.jpg (http://s767.photobucket.com/user/amitlighting/media/passes_forfb0001copy.jpg.html)


THANKS
AMIT BISWAS

Kysg
04-15-2014, 11:02 PM
1. camera too low
2. lower reflectivity

paulgendek
05-26-2014, 07:34 PM
https://m1.behance.net/rendition/modules/116903931/hd/a7fbc7bcf514bb6ec4316d4ac6726595.png

Single directional light and mental ray

Destinylight
06-01-2014, 05:28 PM
Hi,

can anybody please provide me Lighting Challenge #30,31,35 maya scene files .

Thanks

jmerrick77
06-01-2014, 06:58 PM
Here’s my texturing and lighting for the Bedroom lighting challenge, even though I am late on my submission. Any feedback is warmly welcomed! Thanks for checking out my work.

Merrick_J_Bedroom_final.jpg

http://jmerrick77.cgsociety.org/art/bedroom-maya-photoshop-lighting-challenge-specular-texturing-rendering-mental-ray-realistic-3d-1188680

Evemy
06-07-2014, 02:43 PM
Hey everyone. I've made a start of Challenge #25: Artistry. If I could get some feedback I'd really appreciate it.

Thanks in advance :)!

http://peterevemy.tumblr.com/post/88080747409/made-a-start-of-lighting-challenge-25-artistry

at2142
06-11-2014, 07:00 PM
I can.....
Old Fruit Bowl done recently...
http://s29.postimg.org/h7rvx7kdv/Fruit_Bowl.jpg (http://postimg.org/image/h7rvx7kdv/)

Evemy
06-19-2014, 10:51 AM
I can.....
Old Fruit Bowl done recently...
http://s29.postimg.org/h7rvx7kdv/Fruit_Bowl.jpg (http://postimg.org/image/h7rvx7kdv/)

Wow, beautiful job on the grapes :)!

abuha
06-22-2014, 02:19 PM
https://pbs.twimg.com/media/BqvX3r4CIAALb1X.jpg:large


Awesome Scene this was! Too bad I don't have the time to do something more dramatic and moody.

abuha
06-22-2014, 02:23 PM
My attempt at "The Carnival" lighting challenge. Used Maya and V-ray.
Bokeh achieved in After Effects using Frischluft Lenscare.

http://i455.photobucket.com/albums/qq275/tarnishoar/carnival_00000.png


Looks like a Macro Shot, Nicely done :applause:

at2142
06-22-2014, 05:03 PM
Wow, beautiful job on the grapes :)!
thanks for attention.

abuha
06-28-2014, 07:34 PM
The green a wee bite saturated but I like the look of it.

https://scontent-b-cdg.xx.fbcdn.net/hphotos-xpf1/t1.0-9/10445988_547686985343538_8332661890290725264_n.jpg


B&W

https://scontent-b-cdg.xx.fbcdn.net/hphotos-xpf1/t1.0-9/10418158_547688362010067_4378764030678832933_n.jpg

Kysg
06-28-2014, 09:28 PM
nah, I'd say skip the volumetrics, edges still too clean...
your light on the ground would bounce and hit right the right wall, don't get a sense of it.

texture feels flat.

Value study too gray, adjust values by 2 steps

tree in middle of shot not getting illumination from either window??? or it is backlit driving it into silhouette which I don't think is right because illumination should be also be from left window as well.

abuha
06-28-2014, 10:57 PM
nah, I'd say skip the volumetrics, edges still too clean...
your light on the ground would bounce and hit right the right wall, don't get a sense of it.

texture feels flat.

Value study too gray, adjust values by 2 steps

tree in middle of shot not getting illumination from either window??? or it is backlit driving it into silhouette which I don't think is right because illumination should be also be from left window as well.

You have no experience in Photography,have you?

jojo1975
06-29-2014, 02:28 PM
pls post lighting breakdown :) it can be very helpful for giving feedback

Kysg
06-29-2014, 07:03 PM
You have no experience in Photography,have you?

Hey I'm just saying, you can take that how ever you want, values were a rough call, still somethings felt off again textures, and illumination doesn't seem to make sense but hey since your a photographer and you seem to know so much about it go out find an abandoned hallway or industrial complex, snap a couple of photos and replicate it and then you can talk about green your saturation is...

arvindfx1
06-29-2014, 08:33 PM
Hi Guys, bedroom work in progress image, some textures need to be done and i have rendered intermediate quality so the image is a bit noisy , suggestions are welcome.

https://www.dropbox.com/s/kj5wsj5eolewom0/bedroom_wip.jpg

abuha
06-30-2014, 12:43 PM
Hey I'm just saying, you can take that how ever you want, values were a rough call, still somethings felt off again textures, and illumination doesn't seem to make sense but hey since your a photographer and you seem to know so much about it go out find an abandoned hallway or industrial complex, snap a couple of photos and replicate it and then you can talk about green your saturation is...

Why you mad.

The tree is not receiving any illumination because it is directly in front of the window, also because it being back lit by the sun light coming trough the front window and there is no fill light to lighten up the shadows.

The light is not bouncing back from the ground because I am using 1 bounce for final gather.

everything is subjective and the results i have got in the render are deliberate and planned.

I would have taken your criticism seriously if it did not sound so off handed and condescending.


Will post a break down soon

jojo1975
06-30-2014, 01:40 PM
pls keep calm. We are talking about lighting and rendering and we all want to learn more :)

arvindfx1
06-30-2014, 07:58 PM
comments and suggestions are welcome

https://www.dropbox.com/s/bsfa9ybl8ezg3s7/bedroom_wip_v01_.jpg

hgagne
07-01-2014, 02:10 PM
The tree is not receiving any illumination because it is directly in front of the window, also because it being back lit by the sun light coming trough the front window and there is no fill light to lighten up the shadows.

Not a photographer by any stretch, still building skill on photography.

Assuming you're looking for feedback:



Seems like some light from the left window would cast through the foliage around the post making the leaves a bit more translucent.
Is there light (flash?) coming from behind the audience (viewer)? Seems like the areas blocking the light could be darker.

Cheers,

hgagne
07-02-2014, 01:29 PM
comments and suggestions are welcome

https://dl.dropbox.com/s/kj5wsj5eolewom0/bedroom_wip.jpg

https://dl.dropbox.com/s/bsfa9ybl8ezg3s7/bedroom_wip_v01_.jpg

Hi arvindfx1,

Nice work. :)


Night Image


The side of the bed opposite the window seems like it could use a bit more shadow; it feels like it's a bit too illuminated.
The image seen through the window makes it feel like it's early dusk and the room feels more like late night.
Assuming the light through the window is moonlight, the materials on the bed and the smaller poster seem like they should be less saturated ... closer in appearance to the tall poster.



Day Image


It seems like there's an additional source of light illuminating the radiator under the right window.
The side of the bed opposite the window seems like it could use a bit more shadow; it feels like it's a bit too illuminated.


Cheers,

Eric-Harvey
07-21-2014, 01:27 PM
I took a stab at one of the old challenges because I wanted to try a small interior scene.

Rendered in Vray for 3dsMax. Uses 3 rectangular lights and an HDRI. Render took about 3 hours.

This is right out of Max, no touch-ups or comping. Any feedback would be appreciated.

http://i.imgur.com/cuzFzJt.jpg

hgagne
07-23-2014, 04:06 PM
I took a stab at one of the old challenges because I wanted to try a small interior scene.

Rendered in Vray for 3dsMax. Uses 3 rectangular lights and an HDRI. Render took about 3 hours.

This is right out of Max, no touch-ups or comping. Any feedback would be appreciated.

Nicely done. :)

Definitely makes me feel like I'm at my favourite greasy spoon. ;)

Lighting and shadows feel believable to me. The reflection of the objects "into" the table is a nice touch.

Material-wise, the chrome seems a bit "too polished" but that's my personal opinion. The glass of the Pepper Shaker and Vinegar bottle seems out of sorts; the pepper seems transparent and vinegar less opaque than I would have expected.

Cheers,

Eric-Harvey
07-24-2014, 12:50 AM
Nicely done. :)

Definitely makes me feel like I'm at my favourite greasy spoon. ;)

Lighting and shadows feel believable to me. The reflection of the objects "into" the table is a nice touch.

Material-wise, the chrome seems a bit "too polished" but that's my personal opinion. The glass of the Pepper Shaker and Vinegar bottle seems out of sorts; the pepper seems transparent and vinegar less opaque than I would have expected.

Cheers,

Thanks for the feedback. The chrome material has been bothering me too, I'll tone down the reflectivity for the next iteration.

arvindfx1
07-28-2014, 04:06 AM
hi hgagne, sorry for late reply, stuck in work.
here's my updates image.
https://www.dropbox.com/s/c7c43b9nnydo60t/bedroom.jpg

hgagne
07-29-2014, 05:14 PM
hi hgagne, sorry for late reply, stuck in work.
here's my updates image.
https://dl.dropbox.com/s/c7c43b9nnydo60t/bedroom.jpg

Hi arvindfx1,

No apologies required for my part; life always interrupts my plans. ;)

Looks good; the radiator seems too illuminated for the rest of the scene ... almost like there's a light coming from behind the desk that is near the floor.

Cheers,

BTW, it may be easier to get feedback if folks could see the image in the post instead of clicking a link - here's some info on achieving that. You'll need to encapsulate the link in image tags instead of url tags.

http://jkhub.org/topic/2650-posting-images-from-dropbox/

jojo1975
07-30-2014, 09:39 AM
Hello ! I will have a more stable connection in one week :) Keep posting I will write feedback soon.

Eric-Harvey
07-30-2014, 02:06 PM
Done playing around with this one I think. It was pretty fun, thanks for the model Giorgio.

http://i.imgur.com/cHii4ZD.jpg

Scied
08-02-2014, 05:27 AM
Here are my attempts at two past challenges.

A little image for no smoke scene. It was done in maya and renderman studio 18

http://cgimg.s3.amazonaws.com/t/g32/214132/1207164_large.jpg

And here's a link of a quick video for haunted hallway which was done using v-ray for maya

41528120

I would love to receive feedback on those two pieces!!

Thank you very much!

Tit-Co
08-02-2014, 08:22 AM
Hi all !
Here are my attempts at two past challenges too :

1. SMOKE/NO SMOKE

http://img.over-blog-kiwi.com/0/43/24/52/201304/ob_066bea6b755131c651510b2b40894ddf_no-smoke-c-low.jpg


2. LAMBORGHINI lighting/compositing

2.a. Tracking a real plate
96058026

2.b. Full 3D shot
90634664

Comments & critics are welcome.

Thanks

Nico

OnePieceMan
09-16-2014, 06:39 PM
here is my finished test,someone said my scene lighting is not bad,but the character lighting need to be modified,but I am not sure .post here for everyone to comment .here are two warm/cool mood.