View Full Version : Lighting setup critique
dickma 11-09-2004, 07:48 PM Can anybody point out what's the problem on lighting in the attacted pic? because my partner don't satisfied the lighting results... thankyou.
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dickma
11-09-2004, 09:27 PM
An Update one...
The current setting is assume that it is nearly evening, the sun rays comes from the windows and lit the ground (spinning light) But the brightness isn't enough to illuminate the room so the upper lamps at the ceiling give additional lighting.
No radiosity and GI there.
Thank you... (Please Critique and give solutions.)
JamesMK
11-10-2004, 12:18 AM
First thing that strikes me is the lack of bounce off the floor. If you look at the legs of the character, they are not receiving any secondary light at all. So, for starters, try adding some low brightness omnis around the floor to simulate light bouncing.
Domain101
11-10-2004, 07:10 AM
The character's face appears a bit flat - mostly due to the mostly indirect lighting in the scene. Are you going to artistic, or scientific lighting? If artistic, I would recommend a stronger key light, and a more subtle fill light (for contrast), and a soft rim light to pull the character away from the background a bit.
If scientific is what you are looking for, GI may be a more attractive solution, as it will give you better darkening of the crevices of objects and props, as well as more accurate bounced light from the floor (as was already mentioned).
Good luck!
dickma
11-10-2004, 07:46 AM
Thank you all..
Mostly the critiques is about the character light setup. About that currently I just put simple material to it, with a bit high transluency setting. So it is a bit flat.
What about the garage environment setup? I would like to hear more.
jeremybirn
11-10-2004, 01:26 PM
For the character, it would be good to have some directionality and modeling (a sense that the light is coming from one side or the other, making a nice gradient of light across the head, torso, arms, etc. that helps show the shape of the model) and also some contrast (think about how to define the outline of the character so he stands out against the background, if he needs a rim on the left, or should be darker or lighter than the background, there shouldn't be things like that gray scarf mixing in with the gray airplane wing.)
For the environment, you need more of a sense of bounce light, the light from those overheads should be much softer-edged (more penumbra) - when you have huge bulbs sticking way out from the shades they wouldn't have a sharp edge like that - some variation in color would be good, if outdoor sun/sky is mixing with indoor sodium lamps, and looking straight at a light source perhaps you need a little glow around the bulbs or cracks the light comes through.
-jeremy
dickma
11-11-2004, 05:29 AM
Here is the image that after the improvement
Generally what i say the lights are much more directional. I don't want to say more... see.
kylda
11-12-2004, 02:05 PM
It's much better now.but I think the wall far away form the character is too dark.There should be some indirect lighting at the corner and roof.
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