View Full Version : Lighting Challenge #8: Haunted Hallway
Matt Grdinic 01-03-2007, 03:40 AM @frame13
You know what would be sweet? If that light hanging from the ceiling was swaying gently back and fourth. You know, like something just busted out of their all quick like, which would be curious considering the wheel chair. When doing anmation, always ask yourself: What super cool and interesting thing am I showing the audience?
Also, what kind of rendering capabilities do you have? Does your school have a render farm? I can’t image rendering out all of that on a single computer.
Finally, I really like the graininess of the window fog, kind of gives it that film look. Was that something you set up in Shake, or was it a byproduct of fogs tendency to render somewhat grainy if not enough samples are provided?
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frame13
01-03-2007, 05:10 AM
You know what would be sweet? If that light hanging from the ceiling was swaying gently back and fourth.
That's actually something I'd considered a while back. It may actually give it the added something it needs.
Does your school have a render farm? I can’t image rendering out all of that on a single computer.
Yeah, I was looking at 15 hour renders using my 3 machines (5 total processors). But with the render farm (about 40 machines while school's out), it's going about 2 hours or so. If I had the full render farm of up to 400 and local access, I'd be seeing 20 minute renders or so. :D
Finally, I really like the graininess of the window fog, kind of gives it that film look. Was that something you set up in Shake, or was it a byproduct of fogs tendency to render somewhat grainy if not enough samples are provided?
That's mostly 'out of the box' but I am doing quite a bit of CC that I think is enhacing the graininess some.
Thanks for the comments!
neonbulbs
01-03-2007, 08:39 AM
@jeremy : thanks alot jeremy for the related articles on how to do the volumetric lighting. I think i'm going to try it first.
-- cheers
jeremybirn
01-03-2007, 03:38 PM
No adjustments from the last render, but I think to properly critique this, you need to see the whole thing. This is actually an animated camera, so here's a link to the animation:
HH_test_02_jpgFS75.mov (http://www.fps13.com/VSFX_MFA/vsfx752/Proj3/HH_test_02_jpgFS75.mov)
It's about 14MB, so it will take a bit to download.
I'll be posting a new version with better bump maps on the wood planks and some other fixes, but any suggestions are always welcome.
The original post had a less accurate quicktime. This new link should be closer to the right gamma levels, etc.
Your animation looks nice, it adds alot to the feeling of the space to be moving inside it. I think the only real area to fix up is the beginning (the area that appears in the foreground on the still image) with the lightbulb and lampshade and arches. The lampshade is exactly the same tone as the arches and the walls besides the arches, not giving me a feeling of the inverse square (quadratic) decay that we expect when up close to a bulb. Also, it looks very uniform as if it were all diffuse lighting, no reflection of the bulb onto the shade or highlights on the wall. (On the arches, the light even seems to continue up towards the top, above where it would be shadowed by the lampshade.) If that area got more contrast, with brighter hightlights and more dark tones and shadows, I'd think the whole scene could be more solid looking.
This will be a nice little shot for your showreel, if that's what you're going for. :) In terms of animation, you might even think about whether the bulb flickers or something swings or wind blows or something, but that's just a thought.
-jeremy
I just saw this wounderful thread, downloaded all file formats. Imported .obj into my Maya 7.0, cleaned the meshes and made quads of everything. Re-saved and imported my new .obj into my 3dsmax 7. Phu.....
Just a clay render, but the basic ambience is done. Now I have a better idea about the theme I want. Nice and clean. Closed down Hospital kind of mood. Maybe dusty, but not dirty... The one and only lamp in the scene, must be in the camera view....
Jeremy Birns render with a strong greenish indirect light from upstair was just perfect, makes me wounder whats up there.
BTW, would it be ok to change things like the wooden floor?
The floor is ofcourse a big part of the scene, but for a hospital basement floor, it wouldnt look right. Some kind of floor ceramic/stone tiles would fit the scene better....
Anyway, my "Very late start"
Cheers
Johan Sae-Thao
jeremybirn
01-04-2007, 02:49 AM
djmj - Good start. Are some of the walls somehow not casting shadows? It looks as if that bright light coming from screen-right shines right through some of the walls. Feel free to change what you want. We aren't going to start the next challenge until next week, so you have time to make a nice scene while everyone's still looking.
-jeremy
Thank you for your comment :thumbsup:
http://i132.photobucket.com/albums/q32/BsBs_4ever/Try_4.jpg
I have addition Modeling to floor & repaired wall texture & more leaves to Scene
This rendered in 29 minutes on Intel Core Duo 3.2G useing XSI & Photoshop to Composite
akwavox
01-04-2007, 02:55 PM
akwavox - In terms of color, maybe the red lampshade is too much of a center of attention in such a colorless scene, I'd play with either toning it down or putting warmer more saturated colors a few other places. Maybe there could be a bit more bounce light on the lower parts of the wall near the blown-out part of the floor, and on the slats of wood in the white window?
Thank you to help me that way, so I try to improve the render...
http://www.akwavox.com/site/cglc1/jc-cglc8-9.jpg
-----------------------------------------
On the other hand, i worked on another compo, by night this time.
Playing with the "darck", the fog... Hope it's not too darck on PC.
http://www.akwavox.com/site/cglc1/jc-cglc8-n3.jpg
On more time, feel free to critics ! ;-)
BsBs -> Really great work, i like it, especialy the mood and lights.
You should just improve the wall and colomns shaders to be perfect i think.
(a lil bit of reflection, ambient occlusion, and/or something more subtil in the bump - ???)
Anyway, i really like the feeling here, great work !! ;-)
jeremybirn
01-04-2007, 03:22 PM
BsBs - Nice Job! Congratulations! (Just as one note, I was trying to figure out what those things on the floor were. At first they looked like autumn leaves, but then I saw that the cracks between the floorboards were in front of them, so I guess they are just a repetetive mark of some kind on the wood?)
akwavox -
Those are terrific! I actually like the 2nd one even better. If you want feedback on that scene, I'd say first not to change too much, because it looks great as it is. I don't think it's too dark.
You might add a bit more definition to the stairs in the upper right, they are a flat gray, and when I first looked at the image I was wondering what the blocky 2D squares were covering part of the window. If the stairs in the upper right of the frame just had a little bit of rim or specular along the edges that face the light bulb, it might define them better in 3D and help add to the sense of a space closing in around us too.
The lightbulb looks good, but maybe in Photoshop you could add little more glow around it, maybe just extending a few pixels outside of it? Also, the archway closest to the stairs looks a little strange, the shadow it casts on the wall looks as if the bottom of the archway doesn't fully connect to the top arch, and then the top arch stays bright all the way up to where it meets the ceiling above it, where it might look better if it either faded away or else continued out of frame with the same texture?
-jeremy
akwavox
01-05-2007, 02:47 PM
Thank you to give us that great feedback Jeremy.
I think it should be better now ??? :-)
Comments and critics are welcome, as always !
http://www.akwavox.com/site/cglc1/jc-cglc8-n4.jpg
And for currious, here is a recapitulatory of all lights, used for this render:
http://www.akwavox.com/site/cglc1/jc-cglc8-explain.jpg
I forgot to say that the floor is exclude too from the three area lights (point 5 )
jc
MinaRagaie
01-05-2007, 05:13 PM
I'm quite late on this challenge...:sad::sad::sad:
so, I thought I'd post another WIP - just to let you know that I'm still working on it...
-Jeremy
how much time do I have to finish this challenge?
I understand there's no "Deadline" ,but...
I was wondering how much time do I have before the next challenge starts?
Here's my second WIP version...
I rendered this for testing only, It wasn't meant to be sent as a WIP so..
plz note:
All the shadows are "RAZOR SHARP" for testing purposes only
I'll use Much Softer shadows for the Final Image
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_08_Wip_02.jpg
and here's my older WIP version just to give you an idea how those shadows are supposed to look
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/05_Variable_Spread_AO_Sephia.jpg
I'll be Back with that Final Image ASAP (I wonder if that's gonna be soon enough)
C&C Plzzzzzzzzz
frame13
01-05-2007, 06:26 PM
akwavox - fantastic work. I like seeing the breakdown. Did you render this out in one pass or did you do separate passes?
MinaRagaie - Very nice work. So the bottom image is what you want for the lighting? It looks to me like the left wall and floor might getting lit by an extra light. Excluding them from that one might do the trick. Also, the specularity on the wall seems much too high. On the other hand, it also could just be that you lost some falloff in the textured version.
lotusexige
01-05-2007, 06:28 PM
Here is my first attempt. Lots still to do - like put some bounce lighting, better illuminate the staircase etc. Sort out the volumetrics and better position the main light/shadow.
shoox
01-05-2007, 10:42 PM
http://i135.photobucket.com/albums/q137/ahmedyousry/test01.jpg
http://i135.photobucket.com/albums/q137/ahmedyousry/test02.jpg
This is my first lighting test in 2007 :) i am Working on texturing right now , Comments are Welcome
jeremybirn
01-06-2007, 03:56 AM
shoox (http://forums.cgsociety.org/member.php?u=194321) - Welcome! Keep going with the scene.
zildjian (http://forums.cgsociety.org/member.php?u=55564) - Good start. See if you can improve the definition of the dark areas, maybe with some rims and kicks? The brick texture on the back wall looks strange, as if it just cuts off and turns into a green surface.
MinaRagaie (http://forums.cgsociety.org/member.php?u=243969) - Probably the next challenge will go online about 160 hours from now, so you have time. Too early to say anything about the top one. Bottom one is nice but needs some work in the window area, so it looks like light is coming in instead of having dark window frames, and maybe a background image or window slats or some glass or something.
akwavox (http://forums.cgsociety.org/member.php?u=53941) - Thanks for sharing! That image 4, the volumetrics, looks really cool and spooky. I wonder what your scene would look like if you made the floor much darker and let us see more of that spooky stuff? You still might consider some definition in the upper right of the image, maybe a rim along the edges of those steps to define them better?
-jeremy
prokiller
01-06-2007, 12:53 PM
I was playing with the lousy xsi particles
http://i124.photobucket.com/albums/p17/prokiller14/HauntedHallway.jpg
sinbawii
01-06-2007, 03:36 PM
http://ic1.deviantart.com/fs14/f/2007/006/9/0/haunted_hallway_by_sinbawii.jpg
hi everyone it was fun lighting this scene. i was clear to myself at the begining that i will not be creative about it and ill use Mr Dan Wade's image as a refrence and try to achieve "as much as i can" bcoz my purpose was to see what is GI and how can i start using mentalRay as this is my very first attempt in MentalRay... comments are "needed"
akwavox
01-06-2007, 06:28 PM
... Did you render this out in one pass or did you do separate passes?
I did it in one passe. I just need the pass of the volumetric main light, to make it brighter in post-prod.
...I wonder what your scene would look like if you made the floor much darker and let us see more of that spooky stuff?
Yup, i tested it !!! :-)
I think the effect of that spooky light could be better with another main lightning, considering that cam angle... ??
With a main light not so direct to the floor, something like candle lights between colomns for example.
The spooky effect should have more "relief" that way i think... ??
(and the right side of the image too by the way...)
But, i wander from the "challenge"...
...You still might consider some definition in the upper right of the image, maybe a rim along the edges of those steps to define them better?
I thought the same, the stairs really need smoother edges with that cam angle...
If i found some time, i will work on it. ;-)
Thank you for the feedback!
jc
Here is the result, of the lil test:
http://www.akwavox.com/site/cglc1/jc-cglc8-n5.jpg
eldonaldo
01-07-2007, 08:34 PM
my entry,..
Cinema 4D + Photoshop
3 Spotlights
3 Arealights
Global Illumination
about 30 Minutes Rendertime
i hope you like it...
http://img292.imageshack.us/img292/5158/challengekb8.jpg
Here is my final, I tried a few ways, this is how it ended. I wanted a nice and clean, but dusty environment. I hate to follow, so I tried my own way. For good and bad.....
Cheers
Johan Sae-Thao
JCBug
01-08-2007, 10:27 AM
Jeremy - Thanks for your comments, the bulb lamp can be brighter,
like my first attempt. I'm going to try another better picture !
eldonaldo - Very pleasant lighting ! I can see colors distortions ambiance
like a photographic lens...
BsBs - Nice picture, I like the sun light, maybe the textures
are too big.
Here is my new picture with the corrections.
http://www.arctique.fr/production/Hall-12-JCBug.jpg
http://img443.imageshack.us/img443/7481/night1bl6.jpg (http://imageshack.us)
Im try to Lighting on the Night
Chrisdc
01-09-2007, 12:00 AM
Hi, I'm a little late, but I just thought I'd post a quick WIP shot of my lighting.
http://virtual.archaeology.googlepages.com/5.jpg
Rendered in Lightwave using lots of spotlights.
jeremybirn
01-09-2007, 03:44 AM
prokiller (http://forums.cgsociety.org/member.php?u=172267) - Welcome! That's a nice start, it'll look like blood if you can get all the little balls to melt into eachother more smoothly, I guess?
i was clear to myself at the begining that i will not be creative about it and ill use Mr Dan Wade's image as a refrence and try to achieve "as much as i can" bcoz my purpose was to see what is GI and how can i start using mentalRay as this is my very first attempt in MentalRay... comments are "needed"
Well, you succeeded in making a copy. Now, what else can you do? :)
akwavox (http://forums.cgsociety.org/member.php?u=53941) - I like the darker steamier floor! If you could just keep the doll and pins visible so you don't lose some of those details...
eldonaldo (http://forums.cgsociety.org/member.php?u=64213) - That's a nice scene! I can't help feeling that the windows need something -- maybe some glass, maybe a background image or something outside?
djmj (http://forums.cgsociety.org/member.php?u=154986) - Well, that's certainly very bright. It seems as if softer shadows, especially from the lightbulb, would add a lot to it.
JCBug (http://forums.cgsociety.org/member.php?u=231262) - I love it!
BsBs (http://forums.cgsociety.org/member.php?u=256585) - Great scene! I like the interior/exterior color difference.
Chrisdc (http://forums.cgsociety.org/member.php?u=184775) - Good start! It looks a bit uniform and symmetrical now, maybe some darker areas could help break it up a bit?
-jeremy
Hi Jeremy, my first clay render was made in vray, but the final was made in maya into LightScape. I wanted a nice and clean render so I thought I should give the old LightScape 3.2 a chanse. Softer shadows is not possible in any of the settings. I use ten AA and 20 Raytrace bounces. More bounces doesnt make the Point light softer, and soft shadows is only availible for my sun. More AA samples is not possible either, i think. I use batch render anyway so maybe I could crank up any value more then whats possible in the gui. Soft shadows is just something I can add in the render batch file as a command "-soft". Only gonna affect the sun anyway :(
I use a syntax "-sh" (Shadows from direct lighting are recomputed.) But If iam just gonna use Radiosity on shadows, then I need microscopic polygons......Maybe thats possible.
Going to Re-render before I test another engine. Sending an update tomorrow:(
It´s not the fastest engine, like Maxwell on Valium.........
Cheers......
Johan SaeThao
BTW. //Well, that's certainly very bright//
In the sunny parts only I hope. I Have difficulties calibrating my Dell trinitron monitor. The darker areas should be very dark....
Edit:
Insted of spamming this board, I can update this post insted.
Nah, I tried 5cm as min and 15cm as maximum " subdivided polys" in my shadowed areas. Almost 600 000 polys made Lightscape slow.......Back to 3dsmax and VRay :)
Just fine tuning my render......
Hoppergrass
01-09-2007, 11:01 PM
Max9, mentalray3.5. FG only. The Fairy dust in post in PS.
http://img412.imageshack.us/img412/7875/mysticalhallwayjhvuw7.jpg
JHV
Liumiao19820823
01-10-2007, 01:28 PM
I am late.. Actually I have finished this image 2 weeks already, but I could't post it due to the internet connection problem here. And is already ok here. Thanks for all the c&c. Here it is.. It doesn't look really horry, because I actually want to practice my lighting skills without GI... I am going to make another version of it and I will try to make it stick to the topic.. Thanks jeremy's Lighting & Rendering, really helps me alot.
http://img114.imageshack.us/img114/6559/hallcartoontexturerx3.jpg (http://imageshack.us)
jeremybirn
01-11-2007, 03:54 AM
djmj - I thought the light from the bulb as well as the light from the windows looked really bright. I guess switching software sounds like a good idea if you don't have a shadow softness control in what you were using (I thought Lightscape hadn't existed in this decade, got bought by discreet, renamed Light, merged into Max, no longer marketed, something like that?)
Hoppergrass - Good start. The fairy dust doesn't really work for me, maybe instead of that 2D effect you could make it be more like little lights that actually illuminated things and reflected? Maybe some of the corners could be darkened down a bit, with more a sense of the dust lighting things?
Liumiao19820823 - Welcome (I bet I can guess your age and your birthday from that username... :) ) Good start! It looks evenly lit and flat right now, maybe you can get more occlusion and shadows or make the light decay with distance more?
-jeremy
Hoppergrass
01-11-2007, 04:21 AM
did try that but could get it to work. Crazy thing my monitor at home must be really contrasty as the corners are really dark and saturated. Having fun with this one
Thanks
JHV
Here is my re-rendered scene. Imported my lp and made a complete new setup using VRay insted of Lightscape.
I tried to keep the scene as origin, but I just had to model a few things, like the wall-lamp, the bucket and the water.....
Still have an calibration issue regarding my Trinitorn monitor. Hope the colors and contrast is similar for you, as for me.......
Cheers
Johan Sae-Thao
BTW. It looks like the shadows is "to" blured and not enough refined from the columns on the arches. The shadow start earlier, the blue color I used is merged together with the shadow, so it´s hard to see where it starts, and where it ends. And I didnt use area shadows, didnt have to. Just ray traced, but I choised LightCache for my secondary bounces, mutch faster then the QMC. The def settings are bad though. Can reduse the quality by 75% or more, without loosing any detail. The coloration or the render alter slightly, goes for more greenish saturation. Easy enough to adjust post :)
Ciao....
djltrain
01-11-2007, 10:05 PM
Here is my first attempt at a challenge.
Maya 7.0
MR
Kain-Hazem
01-11-2007, 10:23 PM
Hallo every one this is my first post in this forum
This image render in maya 8 ( mental ray )
So I will be very glad to see your opinions
http://xs411.xs.to/xs411/07024/Harorjpg.jpg
jeremybirn
01-12-2007, 03:51 AM
Kain-Hazem - Welcome! That's a nice image. I'm a little confused by all the lines in the fog, some of the look as if they come from behind the lightbulb, even though the bulb is turned off? Also, there are strange triangular artifacts in the fog on the lower left side, they may align with some of the geometry but they are a bit distracting and unnatural.
djltrain - Welcome! Good start. It seems as if the light from the bulb cuts off at a hard, angular edge running diagonally and horizontally along the side walls? If you could get more smooth gradients, brighter close to the bulb, it could have more variety.
djmj - You scene gets better and better! The composition is nice. Maybe the spotlight coming from floor level focused straight into the bucket looks a bit fake and theatrical, but if you could just tone it down it might be more believable. Also, that spotlight cone seems to cut-off at a hard edge leaving a sharp line running half-way up the right column and angling down the side wall, you should be able to soften the penumbra. I really like how you have the floor reflection broken-up and distorted with that bump map, it's much more natural than a "perfect" reflection. Taking a note from how well the floor's working, maybe on the wooden ceiling you could either distort the reflection or just turn off the reflectivity up there? Finally, on the side walls, I don't quite get why there are stripes in the light from the bulb? If the stripes are supposed to be reflector caustics, then it seems as if they would be drowned out by the brightness of the direct light from the bulb, wouldn't they?
-jeremy
tim-weimann
01-12-2007, 03:39 PM
Ok, this is my try.
Just concentrated on the lighting. I have not done much texturing, because I had not enough time. My aim was to achieve a good looking result without using too much mentalray.
The picture was rendered with the standard maya software renderer. I only rendered an additional AO-Pass in MR. In Photoshop I composed the layers and added several effects like the volumelight, etc.
Thanks
Tim
http://img404.imageshack.us/img404/7218/hall02hx0.jpg
Kain-Hazem
01-12-2007, 07:55 PM
This is my new image
http://xs511.xs.to/xs511/07025/Thoughtsjpg.jpg
Thanks for the crit Jeremy, yeah the spotlight on the floor was ment to be a mood booster, like a flashlight. Hmm it was to cheap maybe, and the shadow was to sharp....
Thanks for notice the tiny bump and use of reflection on the floor.
//why there are stripes in the light from the bulb? //
I think thats cause of my IES file. I think it´s a shadow from the bulb itself. I have a few houndred IES files, I wanted a low level light, found this and was happy about it, until now...
But now when you know it´s a IES, maybe it makes more sence, or you dont like the stripes/shadow line from the light?
Iam gonna try to make a better render with the tips from you. The flashlight would look perfect if I could make a mask as a projector light....Like a black and white, gradient ramp etc...
I liked the flashlight in Halflife2. I could just try to find that texture, if I cant make my own.....
I will see what I can do....
Regards
Johan Sae-Thao
jeremybirn
01-13-2007, 03:35 AM
djmj - If you got the light with the stripes from an IES preset, then I'm sure it was supposed to represent the throw pattern of a light fixture with a bulb set back well within the reflector, so you have a lot of internal caustics contributing to the edges of its cone. That isn't anything like the situation you have here, where most of the light comes directly from the bulb. The stripes make no sense in this context, do they?
Kain-Hazem - Can't see image at the moment, even when I browse directly for http://xs511.xs.to/xs511/07025/Thoughtsjpg.jpg it doesn't show up - must be a server problem? I'll comment when it comes back on-line, I guess.
weimann_tim - Welcome, that's a really nice scene. The green gives it a bold, almost comic-book type appearance. Maybe the view out the window could be clarified, too, into a solid white or a picture with a big moon or something? And maybe some rim lighting on the parts that are back-lit by the window?
-jeremy
MinaRagaie
01-13-2007, 03:39 AM
Ok... here's my update
I'll call that one "Final" for now... but'll try other variations later:):):)
I've rendered out many passes this time, I'll try Re-lighting this one in the comp (should be Re-lighting hevean with the amount of passes I rendered):thumbsup:
there's a couple of passes that I didn't render or even setup yet (volume light for example)
Here's the image
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_8_Color_Var_01.jpg
...and here's a comp much closer to the original beauty pass
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_8_Original_Comp.jpg
ok, feel free to Comment on it, LOTS of things can be changed in the comp without having to re-render the scene.
SO...
wt do you think???:)
Kain-Hazem
01-13-2007, 11:08 AM
Mr. Jeremy I hope this picture don't have any problem
And thank you for these wonderful challenges
http://xs511.xs.to/xs511/07025/Thoughtsjpg.jpg
Youplaboum
01-13-2007, 12:30 PM
hi everybody,
great challenge and really great entries :thumbsup:
here is my first try, I thought it could be fun to have a monster hidden in the dark, that would switch on the light. I need to do more updates on the tentacles texture to view more the suction cups :twisted:, and start the textures of the overall scene. See you on the next posts
http://www.studiohardwork.com/nico/MonsterHallway.jpg
Liumiao19820823
01-13-2007, 02:17 PM
Hi.. all.. Here is a new try of this challenge. As jeremy said I added an AO layer. And I think the result really turns better than last image.. Thanks all the c&c.. And what should I add more to increase the quality. I am still trying... Btw, jeremy that is my birthday, and I am 24. U r right...
http://img363.imageshack.us/img363/5417/hallcartoontexturecopycm7.jpg (http://imageshack.us)
Joblh
01-14-2007, 11:32 AM
a little late, but here's my first go at a lighting challenge. Didn't had time for texturing but maybe I can improve it later.
btw, everyone did a great job! I've seen alot of awesome entries :)
http://img216.imageshack.us/img216/4779/lightingchallengehauntefo9.jpg
and one with more emphasis on inside lighting
http://img442.imageshack.us/img442/4161/insidehauntedmh2.jpg
For my very Final render, why not change my raytracing engine to Final-Render, thats the first GI engine I used, and always been one of my "Cant live without" software. My computer is about five years old, Dell dimension 8200 with a Northwood 2,8ghz and 1gb of rambus memory. So There´s no discussion that FR is one of the fastest raytracing engines out there. Speed vs quality is superb....
The only post on the render is a soft lens-blur controled by a mask, and just a tad of coloration tweaking in Photoshop, another "Cant live without" software.
Volume and flarefx is post inside 3dsmax. A 2d volumelight doesnt add to render time, and looks good enough.....
BTW (I just had to put in a little girl in a red dress).
I used a projector light as flashlight, made it look mutch better. I stole the image from Halflife2.
Anyway.
Thanks for the well done crit Jeremy, everything you said made my render/composition better in every way......
Bestregards
Johan Sae-Thao
//Edit//
Jeremy I just saw you last comment, yeah your right ofcourse. I thought the stripes was Shadowing from the bulb it self. Hmm Another render is on the way....
I shouldnt have namned my next last render to "final"....Now Im render my Third Final render :)
But now I think I´ve got it.......
Youplaboum
01-14-2007, 02:41 PM
Hello liumiao
Great textures and illum, but I think that you should replace your ground texture by something that is more precise : the boards of your texture are overlaping the boards of the object, and it's not nice... A good tip is to render an ambiant occlusion of the ground in top view,and then in photoshop, paste this render with incrustaion mode on a wood texture. Hope that help. Still working on my scene...:wise:
jeremybirn
01-14-2007, 09:18 PM
Joblh - Welcome! The top one has some kind of strange image processing done to it, the bottom one looks more solid. Maybe you could fix the glow above & below the landing in the middle of the stairs, and try to get the lightbulb more believable?
Liumiao19820823 - It's getting better! Still, it looks very evenly lit. The ceiling is almost as bright as the floor. The floor under the stairs is almost as bright as the center of the floor. There could be more variation, more of a sense that the light is coming from somewhere (such as the windows) and going somewhere (the lighting should have some directionality.)
hardwork - Nice scene! It kindof reminds me of something from a role-playing game of some kind.
Kain-Hazem - That's a great image. It looks like the guy is about to bowl a ball straight at me! We probably don't need the lampshade in that scene, especially if it lines up so perfectly with the vertical rod or rope that the noose comes from.
MinaRagaie - Those are nice images. I like (in the top one) how you've brought out some definition on the left wall where it has the hole, etc. I like the bottom one too, because the background area is better defined and more believable. If you do more fixes, the columns along the left and right side of the image look a bit fake and probably need a different texture, and the stairs also could look more like wood I think.
-jeremy
Youplaboum
01-14-2007, 09:19 PM
Here is an update, hope you like it.
I first modelised the tentacles in maya, then added the bubbles of the skin in Zbrush
All textures with photoshop, targas converted in .map (mental ray image) to avoid render crashes (it's not magic but that helps:))
Rendered in maya with mental ray's global illumination, no FG, 20minutes in 800x600
+ambient oclusion added in photoshop
+sky in photoshop
http://www.studiohardwork.com/nico/MonsterHallway2.jpg
Need to render a high res version now, and maybe add some effects, but the most of the work is done :bounce:
Chrisdc
01-15-2007, 12:20 AM
Hello, I have made a few changes from the images I posted before. ( I have switched to a different (less symmetrical) viewpoint, added a more interesting view out of the window, and tried to introduce slightly more variation in the intensity of my lighting.
http://virtual.archaeology.googlepages.com/8.jpg
Thanks,
Chris
EDIT: I changed where I hosted the image so that you can actually see it now. :)
Here is My last "Final" render. Phu....
Added more volumetrics and went for another color tone. I didnt go to far I hope. My eyes are tired and it´s time to sleep.
Cheers.
Johan Sae-Thao
Meteoro
01-16-2007, 01:21 AM
Back from holidays. One more with some tweaks.
http://img256.imageshack.us/img256/4697/cgchallenge08vk6.png
http://scarvajal.googlepages.com/CG_Challenge08.png/CG_Challenge08-full.jpg
jeremybirn
01-16-2007, 02:30 PM
Meteoro - Nice job! If you're still doing tweaks the penumbra color on the shadow looks a bit too saturated, and the lightbulb texture doesn't work, other than that it's a really solid scene.
djmj - Nice job! That "girl" looks like someone left a blow-up doll or something on the stairwell, I guess that's creepy enough though...
Chrisdc - That's a good scene. Maybe some areas, especially the screen-left walls of the archways, look completely flat. If you can put in more variety (shadows, gradients) then the spaces will read better. The same goes with the specular stripes along each plank of wood as they approach the wall, or anything else that's overly consistent.
hardwork - That's terrific! Congratulations! I really like the darkness and the contrast. The view out the window is perfect, too, you don't really know what it is but it fits in perfectly.
If you change anything, I'd say you could make the creature read a little better. For example, the parts of the tenticles that cross into the window light don't look any brighter than the parts that disappear into the dark at the bottom of frame, maybe if they could get a nice wet-looking sheen where the light hits them, just some nice specular or rim light that glints off in a few places, it would feel more present in the room.
Also, the idea that the creature itself is turning off the light doesn't totally read yet because there isn't enough light to show the tenticle hitting the light switch. Maybe just moving the window light which now hits the left side wall over to the right side instead would help bring enough attention to that area, or you could add a glint or rim to the tenticle tip and switch?
-jeremy
MinaRagaie
01-16-2007, 11:35 PM
the columns along the left and right side of the image look a bit fake and probably need a different texture, and the stairs also could look more like wood I think.
thanks Jeremy for the comments, I was thinking maybe using displacment (instead of bump) on those coulmns would do the trick, but they'd propably need more definition, in terms of lighting... I'll try changing these once I rerender the scene... as for now I'm playing around with the passes I rendered trying different moods
there goes my "Mood Swings" :):)
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_8_Color_Var_02.jpg
I removed the DOF (couldn't get a decent result with it, I might try it again later),
I added film grain...
and oh yes... I rendred a volumetric light pass
I also tried a sepia tone, check it out here (http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_8_Color_Var_03.jpg).
-Jeremy, did you say something about being "addicted to color"??:thumbsup:
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_8_Color_Var_04.jpg
and last but not least...
trying to get over my non-motivated hatred to green?? sill can't say I did but I'm trying...
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_8_Color_Var_05.jpg
So, everyone... wich is your favorite??
-Mina
Noobie77
01-17-2007, 03:44 AM
Can't any of you post the actual scene files?
While it's nice to look at the pictures I thought the whole purpose of these thing's is for people to learn.
You don't have to include textures, just the lighting setup and various other settings.
Come on you got the scene file for free, it's just a few light's and a few attributes.
squarepixelstudio
01-17-2007, 05:52 AM
thanks Jeremy for the comments, I was thinking maybe using displacment (instead of bump) on those coulmns would do the trick, but they'd propably need more definition, in terms of lighting... I'll try changing these once I rerender the scene... as for now I'm playing around with the passes I rendered trying different moods
there goes my "Mood Swings" :):)
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_8_Color_Var_02.jpg
I removed the DOF (couldn't get a decent result with it, I might try it again later),
I added film grain...
and oh yes... I rendred a volumetric light pass
I also tried a sepia tone, check it out here (http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_8_Color_Var_03.jpg).
-Jeremy, did you say something about being "addicted to color"??:thumbsup:
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_8_Color_Var_04.jpg
and last but not least...
trying to get over my non-motivated hatred to green?? sill can't say I did but I'm trying...
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch_8_Color_Var_05.jpg
So, everyone... wich is your favorite??
-Mina
i don't like a lot this camera drunk ,but i prefer the first pic ,very nice light :thumbsup:.
may send a pic or it's too late for the challenge !?let me know :)
Youplaboum
01-17-2007, 09:31 AM
Thanks a very lot jeremy, that's totally cool comments. I'll make these updates (specu and change the ligth near the button) as soon as I can.
hello MinaRagaie, like jah800, it's the first one that I prefer, I really like the specular on the right wall, and the texture of the ground is very precise, love it !
I just entered the challenge last week so I think there's no problem that you enter too jah800.
Here is a little link to a short animation that I made for the new 2007 year (a little late on the forum sorry :D)
HAPPY NEW YEAR (in french) (http://www.studiohardwork.com/carte_noel/mail/mail.html)
Thanks for the help Jeremy, You really made me push my self, regarding rendering :)
//djmj - Nice job! That "girl" looks like someone left a blow-up doll or something on the stairwell, I guess that's creepy enough though...//
Yeah that girl was imported from Poser, didnt want to spend time doing hard modeling etc....Gave her a Typical Ringu pose. I liked it until you said she looked like a blow-up doll or something...Yeah She does, doesnt she....
I think I will play around in this thread abit more. A good chance to test different Software/techniques. As a 3dsMax user, Iam always looking for something else. I love Maya, but MR is not an easy to learn software, yeah software, not just a raytracing engine, mental ray is so mutch more. Gives me headache :(
There is no third party raytracing engine that support Maya to 100%, I used RM, FR stage2, Turtle and Maxwell. Everything falls when i need volymetrics. And as I said. MR gives me headache. Maybe FR stage 2 have a volymetric shader finished know? Not shure though.....
Should be said that RenderMan is as good as the production house it´s in.
XSI has the best implamentation of MR ofcourse, and maybe I will redo my render using XSI. Good opportunity to work in differant environments anyway. This scene could be in such many ways.....Dont wanna let it go just yet....
Cheers
Johan Sae-Thao
squarepixelstudio
01-17-2007, 10:20 PM
ok guys ,here's mine ,it's a low setting render QMC+LC !!the max scene has got a lot of bad geometry ,tried to adjust .....let me know:sad:
http://m1.freeshare.us/127fs1809098.jpg (http://freeshare.us)
Youplaboum
01-17-2007, 10:49 PM
hi jah800
I like your texture on the walls that's original, and there's a good definition, maybe some repeating thing's on the left corner. The light is realy great too, the daylight is here very present.
I don't know about the 3DSmax scene I used maya's one but had also some strange geometry. Just delete them, don't worry:).
Meteoro
01-18-2007, 03:35 AM
Thanks for your input Jeremy.
http://img109.imageshack.us/img109/2801/cgchallenge08za4.jpg
I remodeled the ligthbulb. Let me know what you think.
btw, i finally got from amazon your book yesterday, I'm really enjoying it so far.
Manuel3D
01-18-2007, 10:58 PM
Hi nice to meet you! Here is my render. I've created some play of light with the volume light.
For this lighting I have use only scanline and a bit of post processing with Photoshop for Glow and noise.
Thank You very much
http://www.treddi.com/forum/gallery_images/1167779602/gallery_1724_39_572742.jpg
Manuel3D
01-18-2007, 11:02 PM
Thanks very much for this challenge.
Youplaboum
01-18-2007, 11:38 PM
Hello everybody at Haunted Hallway
Here is my last render in HiRes, with a better flesh material on the tentacles, and I also placed the red back light in the bulb, so now, the tentacle can really switch it off. The red light now hit the place where the switcher is.
http://www.studiohardwork.com/nico/MonsterHallway1600x1200Update.jpg
I think that will be be my last try, played enought with it, and learned a LOT. Thanks very much for this challenge.
jehut3
01-19-2007, 06:11 AM
This is my first post, I just signed up after finding the link to this site in
Jeremy's book, Digital Lighting and Rendering. I would really like to improve in this area, so any feedback would be great.
My scene is being lit from the moon outside the window of an old barn.
I have used three directional lights for the moon light and five bounce lights with depth map shadows for the ambient indirect illumination.
cheers
Julian
squarepixelstudio
01-19-2007, 09:27 PM
@neo-x : great lightin fratè ,i like your style you know!!!ma le alte luci sbruciacchiano ancora un pochino ;P
@hardwork : wow ,the red light it's the magic touch of this picture ,rock on :)
Manuel3D
01-19-2007, 10:05 PM
@neo-x : great lightin fratè ,i like your style you know!!!ma le alte luci sbruciacchiano ancora un pochino ;P
@hardwork : wow ,the red light it's the magic touch of this picture ,rock on :)
Hi Jah! :)
Manuel3D
01-19-2007, 10:13 PM
@neo-x : great lightin fratè ,i like your style you know!!!ma le alte luci sbruciacchiano ancora un pochino ;P
@hardwork : wow ,the red light it's the magic touch of this picture ,rock on :)
That's Right my friend! :thumbsup:
I like instead your lighting.... very very good Jah! :wavey:
Thank You! Bye... :)
cowdude
01-20-2007, 02:10 AM
delete......
jeremybirn
01-20-2007, 08:56 AM
hardwork - I guess hardwork has paidoff! Congratulations! I feel like making a gallery for this challenge now!
(You can probably finish this challenge at this point and sit back and congratulate yourself. Maybe make a screenshot of the front page and save it. If you really want more feedback, I'll say the texture and lighting on some of the tenticles is terrific, some of the foreground tenticles look translucent and gelatinous and in places has a real feature film quality realism. Other surfaces in the scene aren't as realistic, like the floor with its heavy bump mapping and very dark edges between the planks. The lighting is great, you've got a real control over what is seen and what isn't, and maintaining the darkness in much of the scene while leading the eye to key details is working beautifully. The parts of the tenticles that appear displacement mapped look the best, in other parts they look a bit spliney such as the smooth length leading up to the ligthswitch. Since you've executed this so well, maybe a breakdown of some kind on key techniques could help educate other people about how you did it?)
Neo-x - Good start, see if you can figure out what's making some of the surfaces look so bright; maybe some of the wood is actually reflective??
Meteoro - Nice job! I guess the lightbulb still looks strange but I guess if people really look at it they'll figure out that it's supposed to be a broken bulb.
jah800 - Good start! The walls with the peeling paint over brick look realistic. With that look established, people expect it to be maintained on every surface in the scene...
MinaRagaie - I think the top priority is not color changes but cleaning up the lighting. The false-colored edge to the sunbeam from the window doesn't look right. If it happened on just one side, like only on the left, then it would look like chromatic aberration from the edge of the window glass, but having it uniform around the top and sides looks weird. Also the glow along the top of the upper right wall seems out of place, it should get darker there not brighter. If you found some colors you really liked during your compositing, maybe you could take those back into your 3D software and color the lights based on the comp and render with those colors for real?
-jeremy
floze
01-20-2007, 12:22 PM
Hello everybody at Haunted Hallway
Here is my last render in HiRes, with a better flesh material on the tentacles, and I also placed the red back light in the bulb, so now, the tentacle can really switch it off. The red light now hit the place where the switcher is.
http://www.studiohardwork.com/nico/MonsterHallway1600x1200Update.jpg
I think that will be be my last try, played enought with it, and learned a LOT. Thanks very much for this challenge.
Well done, reminds me to work even harder on the next challenge. Congrats and keep it up!
Youplaboum
01-20-2007, 01:10 PM
"Maybe make a screenshot of the front page and save it." :bounce: It's the first thing I did when I saw my image on the front page !....:) Thanks a lot jeremy and all of you at cgtalk for this great oportunity. Now I'll prepare a post with some of my techniques (I learnt a lot in this production so I have to make a "résumé" of all I did), I'll post it as soon as I can, maybe with a last update of the image (tentacles grrrr :scream:). This image is not perfect, and all that tou said is right, jeremy, that's all I noticed that was perfectible. So, see you soon with the next post.
- Hardwork
storman
01-20-2007, 02:21 PM
http://i140.photobucket.com/albums/r16/pavel_o/CGTalkPosting/Hall.jpg
Hi to all.
Here is my render done with vray. Small postwork. Thanks
Spin99
01-20-2007, 03:23 PM
Hi there. Wow really inspiring work in this thread.
@ hardwork, looks like its paying off (!)
I just wanted to ask if anyone would please give a few pointers on camera settings,
specially for the original Dan Wade image.
It looks like there's a certain distortion and a low angle that seem to be working together.
Any clues on aperture, lens, fov and the like? Is it wide-angle or fish-eyed (?)
Really nice creepy horror feel to this one :twisted:
cowdude
01-20-2007, 03:43 PM
http://i45.photobucket.com/albums/f66/maddog720/hauntehouserender.jpg
Simple test.
Vaejh
01-20-2007, 04:12 PM
My try:
http://individual.floze.de/fileadmin/files/cgtalk/hauntedhallway_floze.jpg
Done with mental ray for maya. Thanks for watching, cant wait for your critics and comments!
Quite GOOD ;p Maybe less haunted because of the amount of light tho, but I love everything else.
floze
01-20-2007, 04:33 PM
Quite GOOD ;p Maybe less haunted because of the amount of light tho, but I love everything else.
Thanks for the appreciation, fortunately there is no absolute meaning of the word 'haunted', so I tried a maybe rather idyllic interpretation. :)
ANTIFAN
01-20-2007, 04:37 PM
WOW! I really must take some time out and read through this amazing thead here. I am thrilled to see my concept has sparked so many incredible visions of the same piece. Fantastic work everybody, bloody marvellous!
I'm off to fix a drink and I'm going to settle down for a good read of this. :)
All the best,
G x
jhasse
01-20-2007, 06:17 PM
i m on it :thumbsup:
i can't open the 3d max file
it give this error:
unknown clas, no stand-in: superId =0x860 Class ID .......
deli-rium
01-21-2007, 01:19 AM
I had a boring evening :hmm:
http://img264.imageshack.us/img264/7320/r19ru.png
jeremybirn
01-21-2007, 02:18 AM
ANTIFAN - Welcome! I hope you enjoy(ed) browsing through your thread. This hallway you designed is really becoming a classic excercise in lighting, and I'm sure people will continue downloading the model and practicing with it for many years into the future.
delerium - I guess it's too early to say much about the lighting, maybe watch some Film Noir dramas like The Third Man to do visual research, and think about how the gun could be defined maybe mostly in silloette or with some rims and glints to play up the metals.
hasse32 - Maybe switch which software you're using to unarchive the .rar file? Or if you have an older version of Max consider trying to import some of the other supported file formats instead.
cowdude - Not sure where you're going with the yellow blotch yet so I won't comment on that, but as you move forwards consider some variation in terms of the saturation on the image. If all of it isn't so uniformly saturated, then the colored areas will pop out more.
storman - Nice job! It looks like there's a little bit of a halo around some of the steps right below the sunbeam that could be a light leak. Surfacing on the floor looks good, if you extend that to the stairs and other woodwork it'll really add to the image.
-jeremy
cowdude
01-21-2007, 02:45 AM
ANTIFAN - Welcome! I hope you enjoy(ed) browsing through your thread. This hallway you designed is really becoming a classic excercise in lighting, and I'm sure people will continue downloading the model and practicing with it for many years into the future.
delerium - I guess it's too early to say much about the lighting, maybe watch some Film Noir dramas like The Third Man to do visual research, and think about how the gun could be defined maybe mostly in silloette or with some rims and glints to play up the metals.
hasse32 - Maybe switch which software you're using to unarchive the .rar file? Or if you have an older version of Max consider trying to import some of the other supported file formats instead.
cowdude - Not sure where you're going with the yellow blotch yet so I won't comment on that, but as you move forwards consider some variation in terms of the saturation on the image. If all of it isn't so uniformly saturated, then the colored areas will pop out more.
storman - Nice job! It looks like there's a little bit of a halo around some of the steps right below the sunbeam that could be a light leak. Surfacing on the floor looks good, if you extend that to the stairs and other woodwork it'll really add to the image.
-jeremy
I am still at near the bottom of the learning curve for 3d. The "blotch" is from a red flashlight, which is hard to see in the render.
jeremybirn
01-21-2007, 06:32 AM
Hi there. Wow really inspiring work in this thread.
@ hardwork, looks like its paying off (!)
There's no substitute for hard work!
I just wanted to ask if anyone would please give a few pointers on camera settings,
specially for the original Dan Wade image.
It looks like there's a certain distortion and a low angle that seem to be working together.
Any clues on aperture, lens, fov and the like? Is it wide-angle or fish-eyed (?)
Really nice creepy horror feel to this one :twisted:
I guess Dan's too busy lighting broomsticks to answer, so I'll take a stab at it.
There's no DOF so no relevent aperture setting.
It looks like about a 10mm lens, that's a wide angle with about a 140 degree FOV (depending on your film back of course.)
While this is a wide angle shot, there doesn't appear to be any spherical distortion (like barrel distortion or fish-eye distortion) added. It does appear to be scaled a bit taller and thinner (or more likely rendered with a non-square pixel aspect ratio for the same result, maybe 1.1 or 1.2.)
An interesting excercise could be to bring it as an image plane (Maya term for a background image) into your 3D software and try matching the perspective in wireframe. I'd guess that the camera is positioned all the way back just inside the rear wall of the geometry, but not much further back looking through it.
I am still at near the bottom of the learning curve for 3d. The "blotch" is from a red flashlight, which is hard to see in the render.
My best advice (other than checking my book out from your local library :thumbsup: ) is to try to simplify what you're working on. Focus on one light source, such as the bare bulb, or maybe some other source like moon light coming through a window, and work on that and test render until you have that single light really looking really believable. Don't add any other lights to the scene until you've nailed the first one and test-rendered it in isolation.
-jeremy
nihylius
01-21-2007, 10:08 AM
Respect,
This is my second light sketch with this scene, I have not enough time to finish it on the next week but I try...
http://i37.photobucket.com/albums/e57/nihylius/Hallway2.jpg
Spin99
01-21-2007, 11:29 AM
@ jeremy
Thanks so much for taking time to answer my newb questions (!)
Yes I'll take up on your plane suggestion should I get around to attempting this render.
Just trying to learn the Cg camera a little more. Great that you have an FOV for me :)
Yes my camera was already low at the end of the hallway.
Preety amazing the Cg camera and lighting techniques (!)
Loving this thread. I'm only messing around with Renderman (and plugins) at this stage and don't have a lot of textures to play with. Also trying to juggle between my own projects and getting something done. My reel is still a long way these days (...)
Cheers.
Q-Tron
01-21-2007, 05:31 PM
hi !
here's my haunted hallway image.
http://www.ps.uni-sb.de/%7Erossberg/haunted_hallway_rd.jpg
-------
rouven
Youplaboum
01-21-2007, 06:59 PM
Hi everybody
As promised, I post here a little tutorial on how I did my entry in this challenge. There nothing really new in my method, but that's always good to remind the steps.
http://www.studiohardwork.com/nico/Tuto-1.jpg
http://www.studiohardwork.com/nico/Tuto-2.jpg
http://www.studiohardwork.com/nico/Tuto-3.jpg
Of course if you want more explanation, post me your question in this forum
Good end of week-end :)
- Hardwork
rept0r
01-21-2007, 08:36 PM
Spent the whole morning trying to absorb this thread by osmosis and decided to give a shot.
5 lights, AO mat, no gi, no post
Theres probably something going against the law of physics in this shot, anyway the light is very standard positioned, the biggest achivement i made was the high contrast lights wich i tought was quite hard to get straight from the view.
http://img165.imageshack.us/img165/3124/cen013nl.jpg
and thanks for the thread, great learning
nightfever
01-21-2007, 11:08 PM
Hi,
my name is Alex and this is my first post in this forum.
I use this challenge as a chance to make my debut. I hope I have done well.
I'm primarily working with Cinema 4D and I used it for this scene.
It took me about 6 hours worktime for texturing, lightning and rendering.
I used 9 light sources, rendering time was 5 minutes and a half without GI.
http://farm1.static.flickr.com/170/365130422_9c2da70692_o.jpg
janeventer
01-22-2007, 12:45 AM
I used normal maps to add visual detail to the objects. (eg, the tiles on the wall are made from a flat poly then i used the normal map to make it look like each tile was sticking out.)
http://www.cgchannel.com/gallery/viewimage.jsp?imgID=13638
www.myspace.com/janeventer (http://www.myspace.com/janeventer)
http://www.cgchannel.com/images/interface/spacer.gifhttp://media01.cgchannel.com/images/gallery/7132/2/fullimg.jpg
cowdude
01-22-2007, 02:37 AM
There's no substitute for hard work!
My best advice (other than checking my book out from your local library :thumbsup: ) is to try to simplify what you're working on. Focus on one light source, such as the bare bulb, or maybe some other source like moon light coming through a window, and work on that and test render until you have that single light really looking really believable. Don't add any other lights to the scene until you've nailed the first one and test-rendered it in isolation.
-jeremy
Thanks for the tip.:)
jeremybirn
01-22-2007, 02:42 AM
janeventer -
That's great! It's a very solid looking image already, and the surfaces and textures are working really well. The tiles look every bit as good as modeled ones would, if not better. If you want feedback on the surfaces, I'd say they look very uniformly matte-finished, and a little more variation with some parts having more specularity or reflectivity to them might help to simulate a little wetness or sheen in places could be good. You've got good variety in your textures, it really adds interest to the room. Maybe the front faces of the stairs are a little redundant, just flipping or sliding around some of those wood textures might help.
The lighting is off to a good start, with the occlusion the scene looks solid already. I think the big problem is that there's too uniform an ambient pass. The occlusion helps bring it down in the dark corners, but the occlusion isn't helping to darken the lower part of the back wall. Right now the lower part of the back wall is somehow receiving a lot of fill light, it actually looks as bright below the landing as it does up near the windows, which isn't very believable. A few of the corners and the edges of the boards are also going a little too dark suddenly. What could fix all of this is if you replace the base ambient with a few well-aimed fill lights simulating light from the sky and bounce light around the room, then you could still use some occlusion to darken parts of that but it would have more variety of color and tone to start with. A few specular lights or rim lights to bring out some highlights and kicks in the geometry where it's backlit could also add some punch to the image.
-jeremy
PS - I hope the "About the image:" statement on the cgchannel gallery is just temporary and you're going to fill in more informative statements and links? :)
jeremybirn
01-22-2007, 03:03 AM
nihylius - Welcome! You can take as long as you want to keep going, with the Old Challenges Marathon thread even after we get the next challenge on-line there will still be a good places to post new versions of this one.
Q-Tron - Nice image! Maybe a bit more of the scene could be defined with lighting, so we can see the lightbulb a little better, maybe more of the contrast in areas like the floor could come from the lights instead of the textured pattern?
hardwork - Great Breakdown! Thanks!
rept0r - It doesn't really look like light is coming from the lightbulb, shaded by the lampshade above it yet. Maybe fix-up the geometry that's all coming apart, then focus on getting the light to come from the bulb?
nightfever - Welcome! Nice scene! I like the richness and variety of your texturing. Maybe just a hint more rim lighting around the edges of the window itself, and on some of the side railings, could break the symmetry just enough. The lightbulb doesn't read yet either, maybe that could catch a glint or reflection?
-jeremy
jehut3
01-22-2007, 04:54 AM
First attempt on Haunted Hallway
http://www.julianhutchens.com/lighting/Hallway_v1_09.jpg
This is my first post, I just signed up after finding the link to this site in
Jeremy's book, Digital Lighting and Rendering. I would really like to improve in this area, so any feedback would be great.
My scene is being lit from the moon outside the window of an old barn.
I have used three directional lights for the moon light and five bounce lights with depth map shadows for the ambient indirect illumination.
cheers
Julian
storman
01-22-2007, 05:10 AM
http://i140.photobucket.com/albums/r16/pavel_o/CGTalkPosting/HallUpdate.jpg
Hi to all!
Jeremy, Thank you for your comments! Your opinion is very important for me.
Here is update. I`ve tried different lighting, more dramatic and changed stair shader to wood.
rept0r
01-22-2007, 05:20 AM
First thanks for the tip jeremy.
As i said the results are way out from the phisics standards, i wont have time to work on the scene specially the geometry/texture just wanted to make my shot as a thanks giving" for all the knowledge you shared trought.
if u drink dont drive and if drive dont drink.
satishkumar
01-22-2007, 06:59 AM
hi ppl.its good to see the lighting challange i am very much interested in this ...will someone plz tell me that ,what is the time limit for this challenge.i am new to this challenge.:thumbsup:
Thanks
satish kumar
nihylius
01-22-2007, 09:49 AM
Jeremy thanks for Your greetings and for this challenge! I rendered the forst image under one minute as I see I can put some textures on this week finaly. I think about occlusion pass too, But I think it can kill the balance of the image... some tests needed.
davidborba
01-22-2007, 02:28 PM
Hi!
I don´t know if I gonna have time to finish it but this is what I was thinking for this scene...what I want is to experiment diferent things. like explore colors and diferent light sources...
http://img247.imageshack.us/img247/8118/davidlighting011bh.png
I'll try to find some time to finish it with texture, more details, effects and post-effects...that image already have some post work in photoshop...just experimenting stuffs...
ps.:sorry for the bad english
david borba
tinitus
01-22-2007, 03:31 PM
yeh,
mine looks not really haunted but well I enjoyed it!
http://www.philiphartmann.de/HauntedHallway_post.jpg
Matt Grdinic
01-23-2007, 01:48 AM
@nightfever : Your light source seems to be dimmer than the highlight it creates. I would post in photoshop with the dodge tool to make the window area brighter. That should really tie everything together.
@storman : Nice, but too much specular! I like the lighting, but everything is too shiny, especially when you compare the floor board to the wood leaning against the wall. I'd like to see how your scene looks with a more 'muted' look.
@Q-Tron : Nice image, but your textures are simply too low res to work at the rendered resolution. HD resolutions like that should be in the 4k range. I also like the staggered floor texturing, but wish they also staggered in the front/back direction.
@tinitus : The highlight around the light bulb is classy, but I think the floor has a bit too much specularity. In real life, such an old room would appear worn down (in relation to the walls), with more specularity being present on the less used floor sections. Other than that, I really like the Blue palette, as it's such a natural color choice to convey gloom.
jeremybirn
01-23-2007, 05:35 AM
I notice most people here prefer surfaces that are very flat, dry, and dusty looking. That's great, it's a valid interpretation of the project. Just for variety, I was just browsing some photos of spaces that might be more interesting (and haunting) because of their reflections and specularity. Here are links to some photos:
http://www.flickr.com/photos/nayme/100151035/
(Would this hallway be more spooky, or less, if you got rid of the highlights and reflections?)
http://www.flickr.com/photos/tatianacardeal/122850747/
(Without her reflection, you could still put a shadow onto the parque floor, but would it look the same?)
http://www.flickr.com/photos/dave_aka_suprdave/280195098/
http://www.flickr.com/photos/aarontong/325402917/
http://www.flickr.com/photos/terribleminds/162031190/
http://www.flickr.com/photos/kidicarus222/40674654/
-jeremy
Max2006
01-23-2007, 05:41 AM
This is my first try in this chalenge ... need your opinion.:)
used Cinema4D 10 ..
http://i57.photobucket.com/albums/g238/maya2006/huntedhouse2.jpg
and this from another view
http://i57.photobucket.com/albums/g238/maya2006/huntedhouse3.jpg
Soo :shrug:
storman
01-23-2007, 08:01 AM
Thanks for great references, Jeremy.
Here are some more:
http://i140.photobucket.com/albums/r16/pavel_o/HauntedReferences/up-gelber.jpg
http://i140.photobucket.com/albums/r16/pavel_o/HauntedReferences/sesselraum.jpg
http://i140.photobucket.com/albums/r16/pavel_o/HauntedReferences/greenmile.jpg
http://i140.photobucket.com/albums/r16/pavel_o/HauntedReferences/down.jpg
http://i140.photobucket.com/albums/r16/pavel_o/HauntedReferences/Brauerei-unsch.jpg
http://i140.photobucket.com/albums/r16/pavel_o/HauntedReferences/bett.jpg
http://i140.photobucket.com/albums/r16/pavel_o/HauntedReferences/beelitz2.jpg
Really inspiring photos, unfortunately I don`t know photographer`s name.
Thanks
jeremybirn
01-23-2007, 11:16 AM
Max2006 - Welcome! That's a nice job. I especially like the first one with the little alien, although I wouldn't make the shadow of his head that big on the floor! If you want the impression of lights from a spaceship or something really close-by to the window, maybe you could use 2 or 3 lights criss-crossing eachother from a little farther away? Also I wonder if that hanging cloth could be more translucent to pick up more light?
tinitus - Nice job! Maybe too much post-processing on the glow of the window and the graininess, but overall solid scene. I wonder if it would get more interesting with reflections or something on the floor like in the ref images I was posting above?
davidborba - Welcome! It's hard to tell yet which way you're going with that image, but keep working at it!
satishkumar - No time limit! Take as long as you want. In another week or two, you'll need to post these to the Old Challenges Marathon along with the other challenges, but it'll still be a valid entry that could be added to the gallery.
storman - Looking good. The bottom of the image feels more solid and believable than the top to me. Maybe problems in the upper part could be the upper left corner not looking occluded consistently between the two walls and the lighting of the slats in the center window?
jehut3 - Welcome! Nice job! Maybe the scene could use a bit more of an area of interest to look at. The stair landing could also use a bit more definition - it looks now like the molding or edge of the floor down below the landing has a defining highlight along it, which isn't really needed down there in the shadows, but more of that kind of rim could be used up in the landing and railing area closer to the windows?
-jeremy
fulg0re
01-23-2007, 11:35 AM
HI, everyone. Jeremy, thank you for your comments, on my first wip here is my second, its been a while since my last post. The image is maybe to dark because I made some corection today at study on a not calibrated monitor.
No AO just lights...,what can I do to prevent my textures getting blured when rendering with AA?
http://img216.imageshack.us/img216/9558/wip4ll.jpg
cgb777
01-23-2007, 06:17 PM
Here is what I'm working on for this challenge. I'm still working with some texturing variations as well as some camera work. I created this in Lightwave 3D. Comments welcome.
http://i124.photobucket.com/albums/p28/cgb777/Hallway-5-web.jpg
nihylius
01-23-2007, 07:21 PM
Hi all again,
I like some images from this challenge! :> thnx all!
There are some semifinal pieces, every render is under 2 minute (one light only), so I choosed this two colorworld. I used this "non-creative" Camera set to testing my photonic effects. (yes, the stairs are not yet textured) I have not enough time, so the total competition time was 1-2 hours with all light tests (I made a direct illum lightset too, but I dont like it.)I think.
http://i37.photobucket.com/albums/e57/nihylius/Haunted2.jpg
MinaRagaie
01-23-2007, 11:30 PM
I think the top priority is not color changes but cleaning up the lighting.
I got caught up playing with colors last time... it is addictive, I gotta admit :)
Here's my update, I'll stick to the first color variation... cause about 90% of my friends liked it more.
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Ch8_01_Color_Var_02_Rev2.jpg
Just a few Fixes, thanks alot for the comments Jeremy:thumbsup:
1- I've changed the stairs texture to wood
2-Used Displacment instead of bump on the near columns
3-removed the "plane" along the top of the right wall (it was getting too many illumination)
4-Fixed the colored shadow edges
so do you think there's sth more I should change??
shuggie
01-24-2007, 03:26 AM
Hey guys heres my attempt, I've applied some DOF and glow in post, cheers.
http://www.3daspect.com/finishedn.jpg
jeremybirn
01-24-2007, 03:32 AM
shuggie - Nice job! Those little horizontal highlight lines on the far part of the floor are a bit distracting though, I don't think that would be there on most real floors.
MinaRagaie - Nice job!
nihylius - Good job, I like the one on the right. It might benefit from some rim-light on the back-lit things. Maybe you could get rid of the dark edges in the background esp. around the window and in the left corner. Maybe some surfaces might use a little specular light or reflections too.
cgb777 - Good start, nice ceiling texture. One thing that jumps out at me is that the lightbulb doesn't seem to be lighting things much, not even its own shade. If you really want it to look dim, maybe you can make the bulb itself look yellow instead of pure white and leave a few reflections on it?
fulg0re - That's a nice image. I'm sure you noticed that one of the wooden beams came up a little short there. ;) The textures don't look blurred, maybe the trees in the background just look squashed a bit. Maybe in your next version a little more light could be coming through the rear window, at least lighting the sides of the window itself?
-jeremy
dragonP
01-24-2007, 04:27 AM
Hi guys/Girls
Some great renders :)
Heres my WIP, about 15 spotlights, GI at very low setting and negative light used, along with shadow lights. Textures are still WIP.
What can I do to improve this render? http://i20.photobucket.com/albums/b224/forceDragon/3drenderHauntedHouse.jpg
B.R.Rajeev
01-24-2007, 05:41 AM
Posting here after a loonnggg time :)
ok here's my post, still a WIP though. Hope you guys like it
quite a few cool images around.. good work all :)
http://i5.photobucket.com/albums/y179/racing_brute/wip2_rjv_bw.jpg
Hi,
Maybe it's been said already, but there not a single file that 3ds can read that is not wacked. arches are not right (bad geometry).
can the author of the scene fix it ?
thank you
HapZungLam
01-24-2007, 05:05 PM
There are some very amazing talented lighting works in thie challenge. Tho I am not a lighter, but I wish to throw some words here as a viewer point of view maybe will help a little for your challenge.
Altho it is a lighting challenge but those submittion that really caught me feel the horror of this haunted house are those with the minimal lights. Especially i feel that the right stair case should stay 100% dark (no light). I am assuming that im walking thru the hall way walking up the stairs(either in realife or playing video games). If there are lights are shown in my destination, i won't feel the scaryness. In fact, if my destination is so dark and i don't know if there are any moster crowing on the ground, or any zombie up on ahead those are really made my heart pounding. Which means in otherword (i think) dark creates horror.
Here is my shot.
2 lights + IBL
Cheers
nightfever
01-24-2007, 09:37 PM
Thanks to Jeremy and Matt for your suggestions for improvement.
Here is my second try.
http://farm1.static.flickr.com/187/368341992_08d6ba2581_o.jpg
Been lurking in this thread for the last few days, tinkering on my own take on this - been utterly dead at work. Might post something today.
There are some very amazing talented lighting works in thie challenge. Tho I am not a lighter, but I wish to throw some words here as a viewer point of view maybe will help a little for your challenge.
Altho it is a lighting challenge but those submittion that really caught me feel the horror of this haunted house are those with the minimal lights. Especially i feel that the right stair case should stay 100% dark (no light). I am assuming that im walking thru the hall way walking up the stairs(either in realife or playing video games). If there are lights are shown in my destination, i won't feel the scaryness. In fact, if my destination is so dark and i don't know if there are any moster crowing on the ground, or any zombie up on ahead those are really made my heart pounding. Which means in otherword (i think) dark creates horror.
I disagree. A light at your destination can create feelings of tension (if its a spooky light) or a feeling of relief (light at the end of the tunnel). Depends on the story one is trying to evoke - what if the viewer is running from the darkness behind them toward the light, only to find that upstairs is even worse?
The scariest game situation I have ever had was a level in Thief 3 called Shalebridge cradle. The whole first half of it you were jumping at flickering lights and scary little-girl voices - and there wasn't actually anything there to hurt you. Until you flipped the power, which turned the lights on...and opened up all the doors...
Ok, here's my attempt. The first pic is a straight render, the second a version I tweaked in photoshop (though for some reason rendering it in passes destroys my volumetric light - problem for another day). Seven lights in total, no GI. 12minute render.
The feeling I was trying to achieve was a 'light at the end of the tunnel' thing. Dark downstairs, but with approaching dawn, and a possible respite from whatever lurks in the basement :) Obviously in the second pic, the light at the end is less appealing, but better than the dark.
Fire away.
Edit: Oh yeah, lots more texturing work to do.
(http://forums.cgsociety.org/attachment.php?attachmentid=108036&stc=1)
B.R.Rajeev
01-25-2007, 01:11 PM
ok.. here's the update.. :)
http://i5.photobucket.com/albums/y179/racing_brute/wip5_rjv.jpg
viclio
01-25-2007, 01:32 PM
Great contributions so far, all very different and moody.
Here is my contribution.
Well, it doesn't look very haunted but I'm planning on working on a night version. I liked this one enough to post it.
http://viclio.free.fr/WIP/hauntehallway07diff03.jpg
jeremybirn
01-25-2007, 09:27 PM
dragonP - I'm a little confused by all the criss-crossing diagonal lines, it looks like diagonal to the right comes from the hole in the wall, grid on the floor comes from somewhere else maybe, diagonal towards the lower left corner I can't tell where it's going. Also, there are strange blotches around many of the walls that sometimes look like cookies projected from spotlights. Maybe all of this can be simplified or you don't need it all?
Iwam - You probably noticed this by now, but I think in all versions (including Dan's original Maya file), there's an extra copy of an archway that you can delete.
60WE - Welcome! That's a nice image. My first response was that it looked a little over-filled (could use more contrast), although the mistiness is a nice look... maybe some darker foreground objects could add interest?
nightfever - Looking Good!
Tryn - Looks good! Maybe keep going with the right (red) one? The foreground could use some texture and maybe it could get darker with just some specular kicks spilling into it or something?
B.R.Rajeev - Good start! Maybe some of your lights are missing shadows, especially for boxes and bottles? Also, light on the lower floor looks as if it comes through a window, but when I look up at the window it doesn't look like light is coming through it.
viclio - Nice image! Maybe the light could be turned just a little less symmetrically, and that would fix the center stripe running though the middle of the fog? Maybe some of the red walls and boards are a bit too diffusely lit and might take some more darkening towards the edges and in shadow areas?
-jeremy
Thanks for your comments, Jeremy. I have a question for you regarding light colour: If you have direct sunlight(yellow/red) and indirect lighting from the sky itself(blue) coming from the opposite direction, would the two colours illuminate the same space? In the first version of my scene, I have strong yellow light representing the sun coming from the right hand window, and blue for the sky from the left hand and centre windows. I'm getting the feeling after looking at it for a while that this is incorrect.
jeremybirn
01-26-2007, 02:33 AM
Hi Tryn -
I hadn't realized that was what you were trying for, it just looked like the light was coming from upstairs.
For the sun, direct sunlight comes from very far away, so all the rays appear parallel. A point light or spot light positioned only a few meters away from the window will not cast a believable sunbeam, you'd need to more the light much farther away or just use an infinite or directional light type.
For the sky, the sky light comes from all directions: right next to the sun, just below the sun, just above the horizon, straight down, left, right, etc. Often you need several area lights outside a window, big enough to cast soft shadows, to cover all the angles from which skylight enters a window.
Look around outside and skylight is everywhere, mixing with direct sun wherever there is sun.
-jeremy
singhkaran
01-26-2007, 03:55 AM
Hi Jeremy,
Firstly i would love to say thanks to u as u have done great job in this Lighting Chanllenge I really like the way u put art effect in ur render.
Once again thanks for the max file for this task, but the file has so many problems in it's mesh. so i have to make everything correct. if there is no sorce of correct max-9 file....!
anyways its not a big deal,i can work it out on my oun.
I am not too good in lighting as i have just started Vray lighting. but i am sure as of us try this out with the best efforts.
U can see my previous post that i have posted may be 1 year before. heee heee..... don't worry i am not a lazy person but too much busy with my job and all....!
so here is my work...if would be so nice if u give me C&C.....!
http://forums.cgsociety.org/showthread.php?f=132&t=211354
http://forums.cgsociety.org/showthread.php?f=132&t=211988
See ya
I will soon Post my render for ur lighting challenge.
Karan
Yeah, thats more or less the setup I have - an area light at each window, plus a light for the sun itself - C4d has parallel spotlights which work like directionals, but allow you to add lightfog, etc. I might try a different solution for the indirect light, because one area per window doesn't seem to be enough.
My question was more about how the colours interact. I was going off the colour temperature guide in your book assuming I had "film" balanced for indoor use, and the red/yellow and blue lights looked odd hitting the same surfaces. I've just desaturated the blues, and it looks better, but as I said above, I think I'm gonna rework them entirely - sorry I wasn't clear with my question.
viclio
01-26-2007, 08:20 AM
Jeremybirn - Thanks for the feeback.
Indeed, the dark stripe in the center of the image has nothing to do here. I rendered the volume light on another pass and didn't notice it didn't belong here.
I'm going to add some dirt to the wall, to darken the edges.
About the symmetricallity I like it this way. I'm working on another version with a different point of view.
Actually I'm taking the opportunity of this challenge to practice lighting with vray and GI, a lot to learn I guess ;)
Dodgeas3d
01-26-2007, 04:47 PM
Hi All!
This is my first attempt here, long time spectated and decided give it a try ;)
Here is my attempt...
http://img201.imageshack.us/img201/4782/hallwaydodgeas3dkj9.jpg
Jeremy first I want to thank you for your words and for your tips! Here is my Haunted Hallway V2, as you suggested I added a couple of object and I changed the color temperature of the image giving a bit more contrast and trying to keep a bit of mistiness look.
Looking forward to hear your thoughts!
All the best.
JCAddy
01-26-2007, 09:21 PM
how are you people importing these files into 3dsmax?
I've got viz here at work so I expect the max file not to open and have yet to try it at home. But is there a way to import obj or fbx files into max?
Thanks in advance
**edit** ok Fbx imported but has alot of screwy faces....any tips on importing the obj format? or can someone save out a 3ds.
Dodgeas3d
01-26-2007, 10:55 PM
Same here! i imported most files and all were screwed.... had to edit myself...to fix faces :/
Think modeler was too lazy to connect loops, lots of open edges and verts.... anyway...
dragonP
01-27-2007, 04:17 AM
"dragonP - I'm a little confused by all the criss-crossing diagonal lines, it looks like diagonal to the right comes from the hole in the wall, grid on the floor comes from somewhere else maybe, diagonal towards the lower left corner I can't tell where it's going. Also, there are strange blotches around many of the walls that sometimes look like cookies projected from spotlights. Maybe all of this can be simplified or you don't need it all?"
Hi thanks Jeremy for your comments, that light on the left side was actually suppose to simulate volumetric light coming from the hole in the wall. It was just a simple spotlight with a gobo attached to it.
I think you are correct in saying that this scene is to complex and draws away from the main focus, there is just too many things going on.
The walls have a lot attached. They have colour mapped with diffuse and bumpiness to them as well this must be causing the strange blotches that you see. I will fix this image up and re post it. Once again thanks for your comments.
Dodgeas3d
01-27-2007, 04:08 PM
Never drop a torch in a dark place :)
http://img247.imageshack.us/img247/4864/sc4nigtje4.jpg
(http://img247.imageshack.us/img247/4864/sc4nigtje4.jpg)
Dodgeas3d
01-27-2007, 05:45 PM
Another one in hands....
http://img260.imageshack.us/img260/5577/torchinhandsjx1.jpg
jeremybirn
01-27-2007, 11:48 PM
[/url]karansingh - Sorry you couldn't get it working. Nice cell phone though!
Tryn - In many programs an area light is just like a point light but with softer shadows, you still need multiple area lights to really get the sky fill to come from every direction.
Dodgeas3d - Looks good! Maybe the first one is a bit too bright in a uniform way, and just bringing down the overall fill could help it. Also, you have a few light leaks, especially in the upper left corner, I think just putting some shadow-casting cubes outside of the room might block that off.
The ones with the flashlights (torches) in them have way too much fill, it almost looks as if they were created for something other than a 2.2 gamma?
If you have a cleaned-up version of the scene that would be useful to other Max users, I'd be happy to host it and distribute it to them. PM me if you need contact information for how to transfer the file.
60WE - Getting better and better! I wonder how it would look if that rocking chair were moved out closer to the center, but stayed really dark, maybe with only a little bit of light around the edges, so it stood out starkly from the bright background?
-jeremy
[url="http://forums.cgsociety.org/member.php?u=75537"] (http://forums.cgsociety.org/member.php?u=145564)
Dodgeas3d
01-28-2007, 12:10 AM
Thanks Jeremy! yea this was created a little too bright to get all details... maybe you see more then me, couse i got it pretty dark... i already fixed light leaks :) anyway thanks!
Here is max9 file with fixed most of visible geometry :)
http://download.yousendit.com/ED8163616FD98C21
Cheers
dragonP
01-28-2007, 05:26 AM
This Image uses total of 4 spotlights, Mental ray volumetric rendering for the fog and GI was used as well. Still needs a lot of work this image, not totally happy with the textures. Went for a very simple and de saturated look, wanted the render to look dark cold and desolate.
Will see if I have time to work on it some more.
http://i20.photobucket.com/albums/b224/forceDragon/RerenderSimple.jpg
V3....Trying to achieve what you suggested Jeremy. I've tested a couple of shots with the chair in two different positions, one faceing the camera and the other reversed. For now this is what I chose.
Take care!
60
viclio
01-29-2007, 10:01 AM
Hello there !
Here is my update. I fixed the stripe in the center, tweaked the volumetric light and worked a bit on the texture.
I'm going to add more elements to the image, maybe change the perspective or the direction of the light as you suggested.
http://viclio.free.fr/WIP/hauntehallway07dirt%20copie.jpg
I also did another shot from another angle, for a try.
http://viclio.free.fr/WIP/hauntehallway07dirtautreangle.jpg
Liumiao19820823
01-29-2007, 11:55 AM
Sorry. Jeremy.. I am late for the update... Currently, I am very busy with my job now and have not enough time to focus on this challange... As you siad. I make the place which is under the staircase darker and make the floor brighter... I will try the new challange soon... Thanks..
http://img221.imageshack.us/img221/1448/hallcartoontexturevz9.jpg (http://imageshack.us)
Nehak
01-29-2007, 02:14 PM
Hello everyone...this is my try on the scene!
http://img254.imageshack.us/img254/3002/hh05iu1.jpg (http://imageshack.us/)
Many thanks to Dan Wade and Jeremy Birn for the scene...perfect for a lighting challege. Some really nice work going on on the challenge...great work everyone!
JCBug
01-29-2007, 03:03 PM
Nehak, good picture ! I like the ambiance and lights !
Maybe you can choose between the light bulb : on or off...
SilentHell
01-29-2007, 06:06 PM
Sorry For Posting Late ..
Here is My Poor Try .. I'm new In Lighting World And Trying to Improve My Self After Browsing this Thread I Was thinking Not to Post What I Made because it might be the Worst Try .. The Reason Why I'm Posting It Is to get Big Guys Comments so I Can Learn More And Reconize my mistakes .. So I'll Be waiting for Comments ...
http://www.geocities.com/aljaheem_samet/Challange_A_5.jpg
Yeah Its Without Any Textures Because I'm Really Bad In Texturing .
Image = Maya7 , MentalRay ,
FG = 600 rays
GI = 10000 Photons
Dodgeas3d
01-30-2007, 01:17 AM
Wow i was totaly messed up with monitors and photoshop gamma and color profiles..... tell me how you see it?
http://img201.imageshack.us/img201/9370/torchcompcopyvz4.jpg
Nehak
01-30-2007, 09:32 AM
Thanks JCBug :)
Here's an update...
http://img151.imageshack.us/img151/3580/hh05zp7.jpg (http://imageshack.us/)
Small update, I pursued the red look in the end. Still need some texturing work, but I redid the sky lights - nifty plugin for C4d which uses HDR to drive point lights attached to a dome.
JCAddy
01-30-2007, 11:34 PM
Great work as usual neha.
singhkaran
01-31-2007, 04:39 AM
Hye… It’s Real Nice Render I like the texturing most,... like the floor is looking perfectly wet and old as u may be wanted.
It would be more cool if we could see some fog effects as well.
I also like the art effects in your render. anyways i never seen u on cgtalk before are u new here....? Can i see your more work plz.
Once again nice work.
Its Karan From sparrow I think u know me....!
If u like can see my work here.
http://forums.cgsociety.org/showthr...?f=132&t=211354 (http://forums.cgsociety.org/showthread.php?f=132&t=211354)
http://forums.cgsociety.org/showthr...?f=132&t=211988 (http://forums.cgsociety.org/showthread.php?f=132&t=211988)
Thanks
Nice job, I will Post my try soon on this challenge too.
Karan
jeremybirn
01-31-2007, 03:47 PM
Tryn - Most of the lighting is nice and soft, so I guess your skylight is working that far. Some of the shadows on the near right wall look a bit sharply defined, maybe the light doesn't need to fill in so much of that wall, especially higher up on it, if its supposed to come from a window. Actually, overall for light from the windows I'd expect it to hit more of the staircase and less of the wall closer to us. That back window looks like it could be better integrated into the stone wall, too, buy maybe that's just because the stone wall texture is trying to simulate a fairly complex 3D surface for something represented with a flat color map.
Nehak - Nice job! I think that reflection (it's really a highlight I guess, the thing that looks like a reflection) on the floor maybe should have slightly longer shadows, like where the board blocks it. I looks very noisey now, but that's probably just because you are test rendering with very low anti-aliasing settings. I don't know about the light bulb, maybe it's just the shader but it looks a little distracting now.
Dodgeas3d - Nice scene! Now it looks like a flashlight (aka torch) in a completely dark room. Maybe it could use a bit more bounce light or glints or reflections or something in the black area, but overall that's a cool look. I like the little dust in the beam, but maybe it looks a bit hard-edged and could be softened so it matches the anti-aliased graphics instead of looking painted in? The beam of light itself could probably be 1.5x as bright, maybe 2x as bright right near the source?
SilentHell - Keep going, looks very uniformly lit now and needs some variety.
Liumiao19820823 - Looks better! It still looks very evenly lit, with the ceiling almost as bright as the floor, no real gradient shifting from bright to dark other than the occlusion at the corners.
viclio - Nice images! I guess I like the high-angle view best, looking down on the scene. The colors of the wood (some wood very saturated orange, other wood cool and desaturated) doesn't all look believable to me. Especially because they look like similar shaders otherwise, no difference in varnish or age or anything, maybe you can tweak the different colors?
60WE - Great progress! I guess the chair doesn't read or pop-out yet, it isn't as solid and dark as the ball, and the bottom is cropped off.
dragonP - Good start, keep going with that.
-jeremy
Here is an update. The chair looks darker in this shot.
Cheers!
http://i157.photobucket.com/albums/t76/60WE/lighting_set3.jpg
Nehak
01-31-2007, 08:53 PM
Hey Jason...thanks a lot!
Hi Karan, thanks a lot! I plan on doing volumetrics, but my PC is reallllly slow so I'll do it in post after I'm done with the render.
I don't really post much of my works online as they are office stuff I can't show outside! I know a couple of people from Sparrow, sorry I don't recall talking to you...have we been in touch before? Anyways, nice to meet you and thanks again! Looking forward to see your take on the challenge...
Jeremy, thanks a lot for the input! I have a really slow PC so I generally don't do hi-quality renders till I am doing the final render. I'll try to post a good quality one after I'm done tweaking the image...
Jeremy: Thanks for the suggestions.The texture around the window doesn't look right because there isn't any texture there yet :) I think I'm going to build a proper window frame.
I'll keep at it and try and post some progress at the end of the day.
SanjayChand
02-01-2007, 08:00 AM
Heres mine:
http://img528.imageshack.us/img528/4420/hauntedhallway3mo2.jpg
I used three spotlights and one ambient light with mental ray in Maya.
I know some of the areas are jet-black or near jet-black which is usually a no-no in lighting, but I figured it would make it look creepier.
:shrug:
SanjayChand
02-01-2007, 08:34 AM
heres another one. The darker areas arent as dark in this one:
http://img63.imageshack.us/img63/1724/hauntedhallway3bvo3.jpg
JCBug
02-01-2007, 12:13 PM
aryaFX, Nice job, I like it !
Maybe a little colored object on the floor ?
Another point of view, probably this is the best till now. The chair should pop out better now...I hope so.
Regards.
http://i157.photobucket.com/albums/t76/60WE/lighting_set4.jpg
Chrisdc
02-02-2007, 12:27 AM
Hi eveyone. I just thought I'd quickly post my latest changes here:
http://virtual.archaeology.googlepages.com/9.jpg
I've tried to break up the lighting a little bit, and add a little more texture.
Thanks,
Chris
SanjayChand
02-02-2007, 12:58 AM
aryaFX, Nice job, I like it !
Maybe a little colored object on the floor ?
thanks :)
I was thinking of adding a bloody knife on the ground lying in a pool of blood.
any other suggestions?
or maybe some kind of dying plant.
dunno.
:shrug:
jeremybirn
02-02-2007, 06:03 AM
@Chrisdc - Nice scene! It looks somehow like a scene from an 80s music video, like maybe something with Prince in it?
@60WE - I guess the main idea to making something "pop" is to give it contrast. If the rest of your scene is hazy and purple, make something _not_ be hazy and purple, maybe something closer to the camera and with none of the purple mist on it so it stands out and reads clearly as a silhouette. Right now, the purple hazy chair just adds clutter and blends with the staircase. If you can't make it read then take it out. Maybe first work on getting it at an angle where you could tell clearly what it was just from its alpha channel, then make sure it's close to the camera and no getting the mist or purple light on it.
@aryaFX - Nice scene! Since the floor is textured nicely and has shadows, the ceiling lamp and bulb area stand out as lacking that, especially with the metal seeming to reflect a much brighter bulb than is placed there. Maybe some rust or peeling paint up there?
-jeremy
Jeremy, hopefully I got what you mean here is the shot.
http://i157.photobucket.com/albums/t76/60WE/scene_01.jpg
Thank you.
Leonikou
02-06-2007, 02:56 PM
Hello everyone!
This is my first wip render, just the general mood, not properly textured yet (missing stairs, and lamp textures as well)
Sorry for the late post.
All done in Maya and Mental Ray, no GI and FG, just AmbOccl and Diffuse Passes.
Two lights with raytraced shadows ( not softened yet).
i'v seen some really great entries here!!
Great work guys!!
And many thanks to mr. Birn!!
Kanawann
02-07-2007, 01:54 AM
Hello there!
First I have to thanks J. Birn for this interesting challenge. A lot of interesting posts around here!
I used Softimage XSI, Mental ray, with a minmum of area lights. One key light from the window for the floor and 3 other sources to manage localised effects.
The toy drum is a tribute to this old european Volker Schlöndorf's film "le tambour"
Comments welcome
http://img167.imageshack.us/img167/4238/hallhant2copyuq9.jpg
Kanawann
02-07-2007, 11:00 AM
ok it works now!
Dodgeas3d
02-07-2007, 10:15 PM
Kanawann > Nice work. Toy drum looks good addition. I think you should try get corners darker as the light comes, where walls connects with ground, and where toy drum touches ground, that specular goes thru drum on the ground, try to get rid of that. Some color bounce would be great, like bottom greenish to the top colder- blue.....
Gosh i just saw a ghost! looks creapy :)
Kanawann
02-08-2007, 02:02 PM
Thanks Dodgeas3d.
You're absolutely right about this ugly specular in the drum shadow and the dark corners. That will be fixed !
Perhaps a bit late, but I had some exams the last week. However, I didn't want to miss this great scene. Here is my try:
http://jako.freitagstour.de/rdy_master_kl2.jpg
Dodgeas3d
02-09-2007, 12:35 AM
Jako nice scene. textures looks fine. maybe too much of that dof, it mess up scale...
That greenish light looks promising, maybe some ettenuation of the light would be great on that wall... needs some gradient and falloff on it,maybe too strong source...
anyway nice work.
fulg0re
02-10-2007, 08:17 PM
Hi everyone. Jeremy thanks for the suggestions. Here is my latest work
http://img160.imageshack.us/img160/2299/wipou3.jpg
jojo1975
02-11-2007, 03:41 PM
#60W It's impressive, but the most important thing is about the concept and Idea...when I see it I focus on the whole image not in the detail or the technique and I guess this is the most important achievement for an artist
:)
#60W It's impressive, but the most important thing is about the concept and Idea...when I see it I focus on the whole image not in the detail or the technique and I guess this is the most important achievement for an artist
:)
@jojo1975
I'm glad you like the shot! Thank you very much for your comment and take care.
All the best!
60
jeremybirn
02-12-2007, 06:31 AM
fulg0re - Nice job!
Jako - Lovely scene! I like the colors and feeling. Maybe the blur on the bulb and lampshade looks a little fake, though?
Kanawann - Nice scene! Mostly looks good, maybe some of the black walls could use a little more definition so you could read what the different vertical bars represent?
Leonikou - Good start. It looks like you have some light lacking shadows, especially whatever is hitting the bump mapped back wall?
60WE - Nice job!
-jeremy
posmaker
02-12-2007, 06:23 PM
I know it´s a little bit late but I have been a little bit busy :(
Anyway, here is my approach to the scene, comments and crits are welcome ;)
By the way, really nice renders over here, congratulations to everybody :)
Cheers
Edu
http://www.pixelinmotion.com/edu/imagenes/hallwayLow.jpg
ExanJU
02-12-2007, 11:05 PM
Hi everyone, I also am kind of late, but I guess better later then never.. Wanted to try my self in lighters proffesion @_@ .. Well This is what I've come up so far..
I know it lacks the feeling of atmosphe a little, But had an idea how to make it without using a volume litghts and so.. Althogh I think it will take a lot longer to render <:) ...
Anyways:
http://img201.imageshack.us/img201/8954/hallwayh1om6.jpg (http://imageshack.us)
P.s. There are a lot of great renders here.. For example edu3d: Yours have that good feeling of old. Althogh I think you were a little lazy on the columns <:). Anyways It is not about the textures, it is about lighting. So.. I hope mine's not too ugly <:)
Kanawann
02-15-2007, 05:29 PM
Very nice scene Edu3d! you can allmost smell the dust in the air. Very expressive ambiance of derelict house.
SeniorOfficerPotnky
02-17-2007, 04:41 AM
Here's my try on this. This is my first entry, so be nice! :D
http://img444.imageshack.us/img444/2797/hauntbp6.png
There is some really amazing art on this forum. Here is my first attempt at lighting a haunted hallway...
http://www.robertbyrne.org/output_03.jpg
Maya4fun
02-17-2007, 06:43 PM
Hi there, what a beautiful render i've seen here !
Here is my contribution, hope this is not to late.
For the scene i've used 4 area light to help a sunlight and one IES light for the bulb light.
About the material now, wood , red brick, wall paint in white and for the bulb i've used a blend material like glass and for the second a "light"material. And to finish a soft displacement for the bricks. Hope you like it.
Emmanuel. (O_O)
http://emmanuels.noosblog.fr/photos/uncategorized/challenge_n8.jpg
Dodgeas3d
02-19-2007, 10:02 PM
another render...
http://img212.imageshack.us/img212/1977/3copyqp7.jpg
Nydendarin
02-21-2007, 02:41 AM
I've wanted to give this challenge a shot for a while and finally got around to it. As you can see I've made a few minor modifications to the scene, but nothing much aside from cosmetics. Rendered with Mental Ray through maya, render layers composited in Shake. No fancy GI/FG, just straight up spot lights with raytraced shadows and occlusion.
Comments/Critiques are welcomed!
http://studentpages.scad.edu/%7Enbarto21/VFX/creepyhallway.png
Thanks!
no texture only a blinn shader - depth, occ and beauty pass
http://www.swag3d.com/cgtalk/hauntedhallway.jpg
jeremybirn
02-23-2007, 03:51 PM
I guess this site's finally becoming useable after "Digg" hammered it yesterday!
swag - Keep going!
Nydendarin - Welcome! What a terrific scene! It has a very solid feel already. The wood floor has a good look overall, even if the texture and the wood plank models don't seem to line up. The grates in the wall work in the center hallway, but on the sides they don't look inset into the wall, they look more like rim-lit things sitting in front of the side walls, maybe they could be changed a bit.
Dodgeas3d - Nice scene! It looks good as-is. I'm not sure which window the sunbeam comes from. Maybe it could use something to connect the window with the sunbeam on the floor, either some fog or at least some rim light on the objects in between.
Maya4fun - Welcome! It doesn't look as if the lightbulb is working, it doesn't seem to light the scene much or to have the lampshade casting a shadow. You could reduce the scale of the brick textures, that kind of brick shouldn't be as big as a step.
bob - Welcome! Nice scene! The throw pattern from the light on the floor doesn't really look like a bare lightbulb, it looks like the throw from a flashlight. Maybe if you added a broader, softer light onto the floor and surrounding walls it would look more like it came from a bare bulb.
SeniorOfficerPotnky - Welcome! Nice scene! You could probably find a more natural looking texture for those columns, right now it looks like a fractal marble pattern. That "ghost" needs work, too, since you don't really see his center it's mostly defined as a brighter line on the cyan background. But that line gets flat at the top, it would be better if you could smooth it out. And you might render it as a separate pass so you could do more with translucency or what you see through it. The back-lit portions of the stairwell could use some rim light, too.
-jeremy
Anti2007
02-24-2007, 10:14 PM
Hey, I used this scene for a render test in Maxwell, so I thought I would post the result here. It came out quite contrasted and the textures are quite busy, but I like the final mood of the picture.
http://i19.tinypic.com/2prtiz5.jpg
cg_otaku
02-24-2007, 11:19 PM
well this is m first try, i ran out of time today.
im still figuring out how to make the moon shine in...
please gimme crits and tips : )
http://www.cgnetsphere.ch/fg_gi_first_pass.jpg
serotonien
02-25-2007, 01:21 PM
Hey, I used this scene for a render test in Maxwell, so I thought I would post the result here. It came out quite contrasted and the textures are quite busy, but I like the final mood of the picture.
Hi let me introduce myself as a silent spectator.
Anti2007 I think your solution is a very interestic one, beside all these "normal" global illum and final gathering looks.
How did you archived it? - I´m not familar with maxwell for i´m a Maya mr user.
Is it texture based ore procedural shader ? You mentioned textures can you post one wall example(small jpg just to get the idea).
Ore did you got the look postproductive with Pshop?
Anti2007
02-25-2007, 01:53 PM
Hi let me introduce myself as a silent spectator.
Anti2007 I think your solution is a very interestic one, beside all these "normal" global illum and final gathering looks.
How did you archived it? - I´m not familar with maxwell for i´m a Maya mr user.
Is it texture based ore procedural shader ? You mentioned textures can you post one wall example(small jpg just to get the idea).
Ore did you got the look postproductive with Pshop?
I wanted to have quite a dark scene, its what I associate with spooky and haunted, so i decided against having moonlight or sunlight and focused on using the single lamp.
Im new to Maxwell so Im not sure exactly the how the materials work, but I used maxwell materials downloaded from this great website: http://mxmgallery.maxwellrender.com/ (http://mxmgallery.maxwellrender.com/%20.) .
The materials I used from there seemed texure based, along with tweaked properties and meterial layers.
But its probably better to ask some who actually understands how Maxwell works :D
I believe the wall texture I used may have been this one (preview image from website above):
http://mxmgallery.maxwellrender.com/imagenes/script/normal/img224001_110806_8040.jpg
I did use some postpro in Pshop, mainly to clean the image, was quite grainy, and to correct levels and stuff.
Nydendarin
02-25-2007, 08:06 PM
I guess this site's finally becoming useable after "Digg" hammered it yesterday!
Nydendarin - Welcome! What a terrific scene! It has a very solid feel already. The wood floor has a good look overall, even if the texture and the wood plank models don't seem to line up. The grates in the wall work in the center hallway, but on the sides they don't look inset into the wall, they look more like rim-lit things sitting in front of the side walls, maybe they could be changed a bit.
-jeremy
I know right, that digg link totally hammered CGTalk's servers. Just goes to show you how much traffic goes through that site daily; it's incredible. It'd be amusing to see a screencap of the forums statistics for that day :p
That aside, thanks for the critique and comments Jeremy, I think the problem with the vents facing the front is that they're too beveled so they don't appear to 'pop' quite as much. Plus the light interaction on the inner-facing vent helps to give it the apperence of depth where the ones facing the front don't really have that same element to help force the depth.
How is the light placement and such working out though? Anything you would change or add to the composition to make it stronger? Does it need more atmosphere/dust, or a dirt pass on the floors/walls, desaturation of textures, etc?
thanks!
guivAg
02-28-2007, 05:29 AM
http://features.cgsociety.org/gallerycrits/269763/269763_1172642984_large.jpg
I know thats a little late but i want to post my image...
I try to make a lighting who look like realist with no GI and FG and work with full procedural textures to train myself...
So, comments and critics are welcome !
PDuff
03-01-2007, 08:40 PM
To be honest, I'm not so into the new challenge so I decided to tweak this one out a little. Here's pretty much the same render I showed, but with some post work done in Photoshop.
http://pduff12787.googlepages.com/haunted_hallway.jpg
As always comments and crit more than welcome.
jeremybirn
03-02-2007, 05:47 AM
Anti2007 - Interesting scene. I agree working on the contrast could help it...
cg_otaku - Welcome! You need some contrast and definition. Maybe finding some reference (photographs of a real hallway) might help inspire you?
guivAg - Nice scene! I'm not seeing any light from the sky there. Apart from the sunbeam, I don't see any other light coming in through the windows, not even brightening the windowframes.
PDuff - Nice scene! I like the texture on the floor, it just needs some clean-up in a few places. I'm not sure about the scale on the brick columns, maybe the bricks should be taller there. That lightbulb should light its own shade more, if the top of the shade looks as bright as the inside?
-jeremy
titanwong31
03-02-2007, 10:13 AM
I am using maya mental ray for this image. I am still working on the texture here and there, as well as the lighting part. Hopefully i will manage to get in done on the next few days. Please feel free to comment and critic. Tq.
http://www.imagewoof.com/view_image/03a79335/hall01.jpg (http://www.imagewoof.com/view_image/03a79335/hall01.jpg)
http://www.imagewoof.com/view_image/03a79335/hall01.jpg
L33tace
03-02-2007, 11:17 PM
saw earlier that this thread was still going, had started this a while ago and decided to finish it off.
http://homepage.eircom.net/%7Ecasstify/haunted2a.jpg
jojo1975
03-03-2007, 11:18 AM
@ Colettte ggod start, try to use a texture that does not show seams. Good lighting
Jojo
cg_otaku
03-03-2007, 11:30 AM
hi jeremy,
i was overworkig the whole and using different textures.
i still missed to make some displacements, but i will add them @ sunday to it : )
how u like the new one?
http://www.cgnetsphere.ch/images/hallway_pass2.jpg
ingramworks
03-04-2007, 12:15 AM
Hello all, a bit late in comming, but here is my render. Hope you like. Thanks for the fun challenge :)
http://www.ingramworks.com/cgtalk/ingram_hallway_postimage.jpg
L33tace
03-04-2007, 01:34 PM
@ Colettte ggod start, try to use a texture that does not show seams. Good lighting
Jojo
i only noticed that after i posted the image, i was concentrating more on the lighting. :blush:
the while reflects on the floor and walls are from a grid light gel. thanks. :)
jeremybirn
03-04-2007, 10:07 PM
[/url]titanwong31 - Nice scene! I like your use of color and texture. I'm not sensing much illumination from the sky. There's a sunbeam, but apart from that I don't see light from the bright-looking sky entering the windows from all the other angles, even the windowframes you'd think would be brighter.
(http://forums.cgsociety.org/member.php?u=38006)L33tace - Try to get rid of those grid patterns, whether they are coming from the lights or the textures or both. It's probably too early to comment on the lighting, but overall things look very flat, and you need to light selectively, based on where there would be light in real life. For example, if light is supposed to be coming from those windows, then there wouldn't be as much light down underneath the stair landing as there would above the landing. The use of color is something else to think about: right now, everything is purple and pink except for those two blue boxes, which makes them stand out as the most eye-catching part of the image.[url="http://forums.cgsociety.org/member.php?u=87079"]
cg_otaku - Good start on the texturing, now let's see some light!
javascream - Nice scene!
-jeremy
L33tace
03-05-2007, 12:54 AM
okie dokie Jeremybirn, thanks. there is a grid in the texture as well. i may work on it again later, currently working on something else.
izrut
03-05-2007, 09:44 PM
hi u all
here is my wip max 9 mr dayligh system
http://img163.imageshack.us/img163/1185/hhh4kx6.jpg
titanwong31
03-06-2007, 08:05 AM
Here is another update. Please comment and critic.Tq.
Titanwong31 - Nice scene! I like your use of color and texture. I'm not sensing much illumination from the sky. There's a sunbeam, but apart from that I don't see light from the bright-looking sky entering the windows from all the other angles, even the windowframes you'd think would be brighter.
Jeremy Birn - Thank you for like my colour and texture, and all helpful comment and critic
http://i173.photobucket.com/albums/w62/khaituck/hauntedhallway_ori.jpg
titanwong31
03-06-2007, 08:21 AM
I totally agree with those saying " is addictive to play with colour". Me myself also get addicted into playing with it. Below are the images i did colour correction in photoshop using the original image above. Hope you all will like it. Please comment
http://i173.photobucket.com/albums/w62/khaituck/hauntedhallway_bwhite.jpg
http://i173.photobucket.com/albums/w62/khaituck/hauntedhallway_colourful.jpg
http://i173.photobucket.com/albums/w62/khaituck/hauntedhallway_green.jpg
http://i173.photobucket.com/albums/w62/khaituck/hauntedhallway_blue.jpg
http://i173.photobucket.com/albums/w62/khaituck/hauntedhallway_red.jpg
thebogdan
03-07-2007, 07:22 PM
I'm a beginner, comments welcome.
http://i147.photobucket.com/albums/r315/thebogdan/haunted_hallway_thebogdan.jpg
MinaRagaie
03-08-2007, 05:06 PM
I totally agree with those saying " is addictive to play with colour". Me myself also get addicted into playing with it. Below are the images i did colour correction in photoshop using the original image above. Hope you all will like it. Please comment
Addictive??
it's starting to look contagious, too... hehehe
you are rendering out seperate light passes, aren't you??
one thing about your color corrected versions that I noticed is that the textures do shift color it's not only the lighting... it's very clear when you look at the foot steps color in each image specially the blue one...
Try rendering the textures in an image completely seperate from the lighting passes...
all you need is an "ambient pass", and "Lighting passes"
you can make light passes that carry only lighting information by rendering your scene with those lights turned into pure white and all your objects having a pure white lambert shader (you might want to include the bump in this pass)
in compositing multiply the ambient pass with the sum of all your color corrected light passes
my Addicitve color corrected images of this challenge were done this way... link (http://forums.cgsociety.org/showthread.php?f=185&t=436232&page=21&pp=15)
Try it out, and enjoy your color addiction :)
cheers,
jeremybirn
03-10-2007, 02:08 PM
Someday I want to visit India. I was just looking at some pictures of the festival called Holi where they positively seem to be OD'ing on color:
http://travel-all-the-world.blogspot.com/2007/03/india-festival-of-color.html
You can see it in the art, too:
http://www.gangesindia.com/product/402/
titanwong31 - I like the original colors best, mostly because the others look like digital false-color treatments, not like natural colors organically integrated into the scene. You might play with saturation, too, and desaturate the brightest things like the lightbulb itself so it goes above yellow into white. Also, the edge of the light from the lightbulb seems too abrupt. It's not that the shadow needs to be softer, it's just that you want another glow that is dim and warm and goes beyond the edge of where the light itself ends now.
thebogdan - Welcome! See if you can find out why the lightbulb and shade are getting that kind of polygon shading. For the light from the window, see if you can get more diffuse skylight in the area near the window and tone down the fog effect. For the light from the bulb, try to make the bulb itself and the lampshade the brightest, and soften the shadows on the walls.
izrut - Hi! It looks like you have some light that isn't shadowing or occluded in that scene, areas like the floor stay bright even going into the back corners. Keep going with the lighting and the surfaces.
-jeremy
singhkaran
03-10-2007, 04:31 PM
Hi Jeremy,
It’s very late I am posting my contribution for this great lighting challenge, but I am quite satisfied with my Render.
The lighting has been tweaked in 3D-Max, this scene light up with One Direct lighting which is my main source light from out side & Environment light as my skylight.
I have used two more lights to make this scene more dramatic, Spotlight & VRayLight sphere.
I wanted to give some moisture fell in this render; I hope I could manage to give the same look as I thought of.
I have also used Photoshop for little brightness & color corrections.
Anyways this scene took my three days for all the textures, some modeling correction and VRay settings.
I would like to have your expert C&C…..!
It has been great practice of lighting and texturing for my very first VRay output.
Thanks
Cheers
Karan Singh
andystopps
03-11-2007, 08:50 PM
That's really good KaranSingh, I think the one with the central patch of light is the best, the spilt blood looks particularly life- (or should that be death-) like.
singhkaran
03-11-2007, 09:50 PM
Oh thanks for the reply friend...! Actually it’s not any human’s blood it’s that house's blood coz to me its alive home like us.
Actually I have visualized this haunted hallway a alive place like us so its hurt and u can see its with blood just like us...!
cheers
Karan Singh
singhkaran
03-11-2007, 09:58 PM
Please have look on my effort jermey…!
Thanks
Karan
jeremybirn
03-11-2007, 11:01 PM
karansingh - Nice start. Textures are good. I don't really see much light from the sky: there's that beam of light from just one of the windows, but not much light coming from all the other directions through the two back windows otherwise. I also don't see much light from that lightbulb, it doesn't see to illuminate the floor and walls as a real bare bulb would. Maybe you need to be bolder with the contrast, let the light sources light things, but of course also still find some deep dark areas as well.
-jeremy
singhkaran
03-12-2007, 07:26 AM
thanks jermey, let me do as u said i will post it again. keep on tellingme my mistakes.
cheers
karan
titanwong31
03-12-2007, 08:23 AM
MinaRagaie - thank you a lot for your comment and way to improve on it. I will try it out soon.
Jeremy Birn - thank you once again for your comment.
here it come the changes, i have done some changes on the light bulb and render the glow seperately then comp it.
http://i173.photobucket.com/albums/w62/khaituck/hauntedhallway_ori01.jpg
singhkaran
03-12-2007, 10:00 AM
hi frd...!
i like ur linghing very much...! i hope u have also seen my render....' i nee ur help can u plz tell me how u project the windo so big on the floor.?
plz reply me soon i have to update my render today only as jermey told me some points to correct...
thanks
karan
Nehak
03-12-2007, 02:45 PM
I'm very sorry for my long absence, I'm too caught up with work these days and not getting time to play more with the scene. I've done some touchups in PS on my previous render. C & Cs are most welcome. I know I need to improve the bulb shader, and do a better quality render, though I'll be unable to improve upon it right now...I'm sure gonna dig into it later somaday when I have time :)
Thanks,
Neha.
Someday I want to visit India. I was just looking at some pictures of the festival called Holi where they positively seem to be OD'ing on color:
http://travel-all-the-world.blogspot.com/2007/03/india-festival-of-color.html
You can see it in the art, too:
http://www.gangesindia.com/product/402/
-jeremy
Jeremy, I really hope you get the chance to visit India someday, I'm sure you'll enjoy it a lot. Just make sure you come here on a long vacation...there's so much to see that all the time you'll have just won't be enough!!
singhkaran
03-13-2007, 02:38 AM
hi neha:
its karan i hope u have seen my post on page 31, i will update with some correction that jermey just told me yesterday. i would like to know how to manage reflections on the floor ur's image has so much reflections. i also tried but i could not render it as i have lots of bump.
Anyways reply to me ASAP
Thanks
Nice work.
karan
Nehak
03-13-2007, 11:42 AM
hi neha:
its karan i hope u have seen my post on page 31, i will update with some correction that jermey just told me yesterday. i would like to know how to manage reflections on the floor ur's image has so much reflections. i also tried but i could not render it as i have lots of bump.
Anyways reply to me ASAP
Thanks
Nice work.
karan
The floor reflections are just fresnel glossy reflections, nothing fancy. You might play more with the lighting and render setup to get your desired effect...
singhkaran
03-13-2007, 12:17 PM
Hi Jermey,
JERMEY : I have tweaked my lighting as u said, but i still kept the whole ambiance little dark as i love that way. Please have look on my 2nd try for your challenge.
Thanks
Karan
NEHA: Thanks I will try it out soon...! Have look on my Render.
karansingh - Nice start. Textures are good. I don't really see much light from the sky: there's that beam of light from just one of the windows, but not much light coming from all the other directions through the two back windows otherwise. I also don't see much light from that lightbulb, it doesn't see to illuminate the floor and walls as a real bare bulb would. Maybe you need to be bolder with the contrast, let the light sources light things, but of course also still find some deep dark areas as well.
-jeremy
jeremybirn
03-15-2007, 12:28 PM
karansingh - Great work! I especially like the first one.
Nehak - Wow, another great one! If you get time to make a higher quality version of it, do.
-jeremy
singhkaran
03-15-2007, 01:17 PM
JEREMY - thanks for ur cool reply, its really nice to have your true
.....................Complements........................
I will soon post my original exterior scene for CG Choice Award Gallery, I hope I could get my place there…!
Once Again thanks so much for your challenge I could learn so many things out of it.
Still if u have any suggestion plz tell me I could improve my self for my best.
Cheers
Karan Singh
karansingh - Great work! I especially like the first one.
Nehak - Wow, another great one! If you get time to make a higher quality version of it, do.
-jeremy
titanwong31
03-15-2007, 02:41 PM
I guess i being miss out for the comment. Any comment for me to improve on the image? Tq.
http://i173.photobucket.com/albums/w62/khaituck/hauntedhallway_ori01.jpg
jeremybirn
03-15-2007, 03:28 PM
I guess i being miss out for the comment. Any comment for me to improve on the image?
You might desaturate the lightbulb itself so it goes white. Also, on the side wall, the edge of the light from the lightbulb seems too abrupt. You want another glow (like a broader spotlight cone) that is dim and warm and goes beyond the edge of where the light on the wall ends now. I guess the edges of that sunbeam could go softer as well.
-jeremy
titanwong31
03-16-2007, 09:38 AM
Tq for the quick reply. Here it the changes.
http://i173.photobucket.com/albums/w62/khaituck/hauntedhallway_ori02.jpg
jeremybirn
03-18-2007, 10:56 PM
Great Job Everybody!
I really enjoyed this thread, and have put up a gallery of entries:
http://www.3drender.com/challenges/hauntedhallway/index.htm
I am archiving this thread, but please join new lighting challenges as they come available!
See you next time!
-jeremy
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