PDA

View Full Version : Lighting Challenge #8: Haunted Hallway


Pages : [1] 2

jeremybirn
12-01-2006, 06:25 PM
This is an old challenge now, this thread is archived. If you scroll down to the Challenge #8 section of the downloads page, you'll see that the models can still be downloaded for your tests, and also that a gallery has been made of top entries. Feel free to browse this thread to see what others have posted, even though you can no longer post here.

Lighting Challenge #8 is on-line!

http://www.3drender.com/challenges/hauntedhallway/byDanWade.jpg
Dan Wade modeled this scene based on the concept work of Gary Tonge. The image above is Dan Wade's rendering of his own scene. Now, thanks to Dan's generosity, and with Gary's permission, all of us can try lighting this evocative scene! Download the scene files here:

http://www.3drender.com/challenges/

All shading and rendering techniques are fine, as long as the scene is lit in 3D. Any minor modeling tweaks you want to make to the scene are OK. This scene was built to be rendered from this camera angle; if rendered from other angles it might not appear as complete. After you've posted your own entries, please share how you did it and try to help other people with their projects.

-jeremy

KahlanAmnell
12-01-2006, 07:12 PM
I seem to be having a problem downloading the Max file. after extracting it 3dstudio max cannot open the file.


I am running Max 7

jeremybirn
12-01-2006, 07:25 PM
Kyle -

Can you import the .obj or the .fbx file?

BTW, big thanks to jojo1975 for making this Max file, he says it works but perhaps he used a more recent version of Max?

-jeremy

yogeshsherman
12-01-2006, 07:58 PM
http://i120.photobucket.com/albums/o167/yogeshsherman/Room.jpg
Hi jeremybirn
Today after seeing the image that you have provided by you for the challenge i was bit suprised as this was one of those inspired versions of AntiFAn's(www.antifan.com (http://www.antifan.com))work.Many people have tried this image before including myself I think if we provide some other image(model) for the challenge it would be nicer.
My version which i made some months ago is showng above .I made it in Maya without any GI solution.

My Lighting Thread (http://forums.cgsociety.org/showthread.php?t=421934)

KahlanAmnell
12-01-2006, 07:59 PM
OBJ. file worked. Thanks alot. I will post my first results come monday.

kary
12-01-2006, 11:50 PM
BTW, big thanks to jojo1975 for making this Max file, he says it works but perhaps he used a more recent version of Max?

That one is max9 yep.

barryk50
12-02-2006, 02:53 AM
Just letting you know that Im super excited to get to work on this. Now that school is out for a while I will have something to work on for a while to keep me busy until classes get going again.

jeremybirn
12-02-2006, 03:36 AM
yogeshsherman -

That's a good start. A lot of people have asked for this scene to be a lighting challenge. I know it must seem unfortunate to you if you had to model that one yourself and now others are downloading it, but it did give you a head-start.

In terms of your image, I'd say first that the sun looks a little too much like a spotlight right outside the window. In real life, the sun is very far away. You wouldn't see diverging lines in a sun shadow, you'd get a perspective more like a directional light or a spotlight translated very far away. You might also rethink putting the 2D noise on the fog, it looks very procedural.

One thing you'll notice about sunny days is that there's a lot of light coming from many directions. You need soft light coming from all angles in a bright window. You should think about whether the rear columns near the stairwell should be brighter or darker than the columns closest to us, if the light is all coming from the windows in the background. Also, shouldn't the sunbeam hitting the floor be much brighter than the bounce light on the columns?

-jeremy

MinaRagaie
12-02-2006, 09:37 AM
I wasn't really planning to enter this lighting challenge... but this is far nicer than what I can resist :)

Christmas holiday in Egypt is one day, and some obligatory on job training is going to eat up almost all my spare time.

I might not be able to finish this challenge at all, but I'll give it a try.

-Mina

jojo1975
12-02-2006, 10:49 AM
Hello to all :)
Max 8 used... next time i can try to find a machine with max 7. BTW fbx file works good too :)

jeremybirn
12-02-2006, 05:43 PM
If you use Lightwave, MooseDog has just donated an .lwo file that is all cleaned up and has material names and is ready to go, it's on the download page.

If you use Maya, a few notes: The .obj imports well into earlier versions of Maya if you don't have Maya 8 yet. Most of the models come in without "visible in reflections" checked in their render stats,change this for all of the models at once in the Attribute Spreadsheet if you're going to render reflections.

-jeremy

jipe
12-02-2006, 06:00 PM
http://img235.imageshack.us/img235/8064/haunted1px5.jpg

Just a rough "sketch", throwing in the two main light sources (the hanging lamp and light from outside). I think there's 7-8 spots in there right now...

[Edit: I usually work on PC, but right now I'm looking at my image on a Mac and the gamma is just completely different.. the back wall in particular is a lot brighter than on PC. Which one is more "accurate"? Anyone have any ideas for dealing with gamma?]

jojo1975
12-02-2006, 07:01 PM
I didn't resist to the tempationto use my dummy object that i use for my material tutorial ( a small cartesian devil) to do this first image called "abduction" :) Any comments are wellcome
http://www.webalice.it/giorgio.luciano/CGTALK/L8Abduction.jpg

jeremybirn
12-02-2006, 11:20 PM
sjmcc - Thanks for the Cinema 4D file! It's on-line now.

jipe - Hard to say much. I don't see the "light from outside" you mentioned yet. In terms of color management, my favorite trick is to find some digital images for reference, any kind of art or photography or frames grabbed from DVDs will do, and try to match their tones.

jojo1975 - Good start. Looks a little glowy and saturated on the right stairs. Is the devil going to cast a shadow?

-jeremy

bmorcos
12-03-2006, 06:27 AM
Hi Jeremy ...
I've made an XSI version of the file, where should I post it??

SoLiTuDe
12-03-2006, 07:24 AM
hmmm... i've tried all the files, but can't seem to get clean geometry on the import into max.... the archway has some nasty faces covering it for some odd reason. When I open in maya the file is fine though... Tried with max 9 and max 8 as well. Any ideas?

Edit: looks the updating the fbx plugin did the trick. (yay!)

jojo1975
12-03-2006, 03:02 PM
Uhm I dont' know if a cartesian devil cast a shadow... but here's an update with rim light too (omni near the stairs on the right+ a cast shadow to the FDirect for the "key" light + a fill light in front of the devil). The omni add some shadows on the left that I like (it make a bit more "spooky" the all image). i've also raised a bit the cartesian devil.
@ Jeremy thanks for the suggestions
http://www.webalice.it/giorgio.luciano/CGTALK/L8Abduction1.jpg

jeremybirn
12-03-2006, 05:33 PM
It does look like we're having geometry problems in some software. That "triangle" cutting through the steps on the side of the stairs in jojo1975's render certainly isn't there in the version I have loaded in Maya. Maybe there is a n-gon with too many points on the side of the stairwell, and it didn't get translated correctly into some file format(s)? If anyone has any feedback on which file formats or which software is showing that problem, we could probably back up a step, subdivide the n-gons into quads or something more reasonable, and try converting from obj or fbx again.

-jeremy

MinaRagaie
12-03-2006, 07:07 PM
@Jeremy,
a friend of mine prepared an XSI Version of the scene.
He posted on the first page, Just in case you missed it :)

-Mina

mer
12-03-2006, 09:41 PM
I cant wait to participate in this lighting challenge!

Hey MinaRagaie!

How can we access to your friend's XSI scene??

Did you guys send it to Jeremy so he can post it along with the other scene files(Maya, C4D, etc) , or do you have a direct download link??:D

Cheers

jeremybirn
12-03-2006, 10:21 PM
@Jeremy,
a friend of mine prepared an XSI Version of the scene.
He posted on the first page, Just in case you missed it :)

-Mina

edit: He e-mailed it to me, and it is on-line now.

If other people have files that should be hosted, either PM me with the URL where I can download it, or send me e-mail at the address on my website with the file attached in a zip or rar archive.

-jeremy

bmorcos
12-03-2006, 11:09 PM
http://i132.photobucket.com/albums/q32/BsBs_4ever/Test_01.jpg

bmorcos
12-03-2006, 11:10 PM
http://i132.photobucket.com/albums/q32/BsBs_4ever/Test_01.jpg


:deal: :bounce:

jeremybirn
12-04-2006, 03:12 AM
I'm trying to make it nighttime, without any light coming through the windows. This rendered in only 1 minutes 49 seconds on my new BOXX workstation. I guess I still have to figure out how to make something more special.

http://www.3drender.com/challenges/hauntedhallway/Test2.jpg

-jeremy

bmorcos
12-04-2006, 09:34 AM
http://i132.photobucket.com/albums/q32/BsBs_4ever/Test_01.jpg

Veliar
12-04-2006, 10:23 AM
@Jeremy
Very cool picture! I really like colors (from greenish tones to light blue) and feel of the air in the scene.
But Isn't a bit overbrighten up there?
I think i'm definetely going to partisipate in this challenge!

jeremybirn
12-04-2006, 10:36 AM
Yes, it is probably too bright in places. I rendered another test image:

http://www.3drender.com/challenges/hauntedhallway/Test3.jpg

-jeremy

jojo1975
12-04-2006, 11:39 AM
Hello to ALL
First of all I would like to apologize because I didn't notice that two polymesh after the obj import in max made a bit of "mess". I've asked a frined of mine to import in max 9 . Since I zoomed a bit for creating my image I didn't notice that.
Here the link (http://www.webalice.it/giorgio.luciano/CGTALK/Hauntehallway2.zip) to the Max 9 scene (I ask Jeremy to upload it in the resource session).

http://www.webalice.it/giorgio.luciano/CGTALK/Hauntehallway2.zip

I'm waiting also for some comments on the update of the image


There's the problem with Max http://www.webalice.it/giorgio.luciano/CGTALK/Poly1.jpg
http://www.webalice.it/giorgio.luciano/CGTALK/Poly2.jpg

Veliar
12-04-2006, 11:54 AM
@jojo1975
Yes, there's 2 arcs in the mesh, which actually cause z-fighting in viewport. Just delete high one :)

Dan Wade
12-04-2006, 12:23 PM
Yea, two meshes...my bad.
Just delete the high one like Veliar said.
The floorboards are intended for sub-d/poly smoothing.

Dan.

ACamacho
12-04-2006, 12:28 PM
started on getting the basic colors in there. Hope to put in the texxtures soon. And I may change my mind in the future but for now I was thinking of going the procedural route for alot of the materials. Just a straight maya render (mental ray)....glow and sharpen in Shake. 4 areaLights, 2 pointLights, and a directionalLight. Really early but posting my progress as I go. :)

http://www.angelcamacho-torres.com/files/challenge/hallway_compTest_001.jpg

Fire away...

mer
12-04-2006, 04:54 PM
@Jeremy

Nice entry!:)

Perhaps you could try to use some reflections on the materials, everything looks dusty and matt at the moment, some reflections could help with the slimmy-dirty,wet look , that type of set/scenery usually have on movies.

By the way is the glow done in post?

Cheers

corack
12-04-2006, 05:25 PM
Very great Challenge. I like this scene very much.
So bad that im actually working on a personal project.
I will step in later on thats for sure :)

Whish you much fun in lighting this scene guys.

jojo1975
12-04-2006, 05:36 PM
For me just deleting one of the mesh dind't work, so I manually "patched the scene".
Here's the obj file that work fine in max and here the 3ds scene file (for max 9)
There's the two links

http://www.webalice.it/giorgio.luciano/CGTALK/HauntedCorrectedMaxObj.zip

and

http://www.webalice.it/giorgio.luciano/CGTALK/HauntedCorrected3ds.zip

I didnt' have the time to fix the crack on the left wall. If anyone would provide the correct obj will be very happ y to add.
Hope this will help

Jojo

Here's a post with almost all fix done. But Texturing still remain a bit of pain
http://www.webalice.it/giorgio.luciano/CGTALK/L8Abduction2.jpg

jeremybirn
12-04-2006, 08:58 PM
BsBs - Good start. It looks as if the middle landing of the stairs that you see screen-left should be much brighter, if that's the area the sunlight on the hall floor is supposed to be coming from. You might also make the screen-left end of the hall floor darker where it would be getting shadowed by the stairs. The sooner you get started with some shaders and textures, the more of the final look you'll see, maybe you can get some maps on before you do too much more lighting.

ACamacho - Good start. If the background you see outside the window is going to be bright, then put something bright there, as you know it'll make a huge difference to the balance of the shot... That lampshade doesn't look reflective or metalic, it has a strange color mix going on.

mer - Thanks for the feedback! Yes, the glow on the bright areas is just done in Photoshop.

jojo1975 - It seems like your scene could use more contrast. It seems like it has too much ambient/fill light. Areas like the underside of the stairs look like they could go much darker.

-jeremy

ChrRambow
12-04-2006, 09:13 PM
Great topic and great entries so far.

Here is a first preview of my scene.
Some errors and untextured objects need to be fixed.

http://www.art-3d.com/cgtalk_temp/preview_hallway.jpg

meanlebh
12-05-2006, 01:03 AM
http://i86.photobucket.com/albums/k102/meanleybh/lighting%20challenges/Final_comp.jpg

Nice work as usual everyone, and what a great challenge, I have wanted to light this scene ever since I first saw Dan's go at it.

Here is my first attempt. Not quite sure what direction to head in from here, so any suggestions/crits are always appreciated. I tried a few different camera angles, but ended up liking the original so much that I just kept it for now. If I get some more time to spend on it I may try a few different lighting scenarios to see what I can come up with. I'll try to put together a more detailed breakdown at some point this week, but for now here are some details:

Pretty basic setup actually, shadowmapped spotlights, with one area light for the main window light, and a few very low level point lights to brighten it up slightly. I broke it down into 4 main passes, diffuse, spec/reflection, volumetrics, and an occlusion pass. It was rendered and textured in XSI/Metal ray. I decided not to use any GI or FG because it wasn't giving me quite the control I was looking for.

Again, great job everyone, I can't wait to see some more of these over the next few weeks.

Thanks,

Brian

raghuramp
12-05-2006, 01:52 AM
Hi guys,
I don't have maya 8 with me.Can any one save and give .ma for me.

Thanks in adv,
Raghuram

slatr
12-05-2006, 05:32 AM
http://i10.tinypic.com/43r91me.jpg

I need to def work on finishing textures here. I am not really sure what is good or bad about the lighting. I just wanted to have some mystery, hence the eyes in the dark at the top of the stairs.

@ Jeremy , that is a good looking render. Makes me think of an insane asylum. That sickly green glow gives the feeling of something unnatural.

jeremybirn
12-05-2006, 07:11 AM
ChrRambow - Great start. The parts that look more complete are already looking very solid. Nice set extension, too...

meanlebh - Great start, I like the way the building is old but still has a sense of granduer! (Sorry if I spelled that wrong, it's a word I don't even use much.) The shadows from the hanging lightbulb aren't 100% convincing yet. Maybe they just need to be softer (the lightbulb is an area light, the shade is a dimmer softer area light?), maybe the falloff or decay isn't working as an inverse square/quadratic real light bulb, and maybe there should be a consistent amount of atmosphere around the bulb as there is around the sunbeam in back.

slatr - Good start. It needs a lot more definition, but I'll wait to see how it shapes up.

-jeremy

jojo1975
12-05-2006, 07:57 AM
@meanlebh (http://forums.cgsociety.org/member.php?u=189477) Great work. The mood of the image is perfect... keep going :)

neonbulbs
12-05-2006, 08:28 AM
phew finally i can post a message in this forum. I've just moved to a new job and a new island so i was having lots of hectic weeks

I see that a lot of great images coming up and i can't wait to post mine as soon as have the chance to do it.

@jeremy : great colors, i love the assylum theme kind of thing. can't wait to see the next improvement

@meanlebh, @slatr : cool stuffs

cheers

BlackFire86
12-05-2006, 09:26 AM
Great topic and great entries so far.

Here is a first preview of my scene.
Some errors and untextured objects need to be fixed.

http://www.art-3d.com/cgtalk_temp/preview_hallway.jpg

Wow.. this look good and peaceful to me rather than haunted :thumbsup:

jeremybirn
12-05-2006, 10:08 AM
jojo1975 - I have uploaded the new MAX file you provided. I'll still have to get to those other formats.

Perhaps you could try to use some reflections on the materials, everything looks dusty and matt at the moment, some reflections could help with the slimmy-dirty,wet look , that type of set/scenery usually have on movies.
I think I'll need to do some more texture mapping before that fully happens, but tonight I tried adding some more gloss to the walls:
http://www.3drender.com/challenges/hauntedhallway/Test4.jpg

-jeremy

ACamacho
12-05-2006, 10:20 AM
ACamacho - Good start. If the background you see outside the window is going to be bright, then put something bright there, as you know it'll make a huge difference to the balance of the shot... That lampshade doesn't look reflective or metalic, it has a strange color mix going on.

Yeah what I posted was really rough (lambert shaded everything). :-) But it served its purpose of basic color blocking I wanted. I do agree about the lampshade...it's because I have a ramp projected from the light to get the colored falloff....really strong in that metallic shade. Might unlink the light or counter it in the shader itself. Thanks for the critique!

Here's another wip:

http://www.angelcamacho-torres.com/files/challenge/hallway_compTest_004.jpg

it's going really slow as like always I don't seem to have much time and doing this procedurally is taking some of that time. :-D But it's getting there. Wood floor is next. Fire away!

BlackFire86
12-05-2006, 11:13 AM
http://img299.imageshack.us/img299/4363/ghost2ss2.jpg

This is my 1st challenge.
All untextured and the ghost like material is from www.vray-materials.de (http://www.vray-materials.de) (author:abarts)

meanlebh
12-05-2006, 01:16 PM
@ACamacho: Nice work so far, I like the sense of moonlight coming in through the window. But I feel that It may be a little more convincing if there were some more contrast in the foreground to draw our eyes to that window even more. Also, under the stairs seems to get a little too much light in my opinion. Anyways, looking forward to updates. Nice work.

@Jeremy: Very nice work so far, I agree that it has that asylum type of feel to it (I like it) My only thought at this point is that the walls could use a little more texture (bump) to them for how dirty they are. Nothing much, just a few chips of paint, and maybe some damage around where the hole in the wall is. Anyways, again, very nice start.

@ slatr: I like the mood you have going, my only concern at this point is that there isn't quite enough bounce light in the room for how much light is coming in the window. I think that you can still retain that sense of mystery and still add some more light to it. Perhaps it could even be achieved with some carefully place rim lights to highlight the edges of some things such as the railings, upper stairs, and the upper parts of the archways. Nice start though, looking forward to it.

Alright, well I have to get back to work now (sorry I can't comment on more). But I can't wait to see how the rest of these shape up. And hopefully I'll get a chance to work on another update later on this week. Great work everyone.

-Brian

ChrRambow
12-05-2006, 04:07 PM
@ camacho ... this is coming along real nice ... it got the ambience of a cold and dry cellar (spelled right?)

@BlackFire86 ... the idea with a ghost ist wonderful. I like the green "slimey" look of your lighting a lot.

@meanlebh ... the textures and the mood is wonderful ... and i agree with Jeremy ... the shadows of the lightbulb-Omni light have to be much smoother. Maybe a very small yellow- greenish tint in the light.

...
some progress .... need to add more detail and rebuild/texture the lightbulb.
I used AO a lot for indirect shadows.

this version got no postwork ... just some small unsharp mask after rendering.

http://www.art-3d.com/cgtalk_temp/preview_hallway_3.jpg
http://www.art-3d.com/cgtalk_temp/preview_hallway_3a.jpg

ChrRambow
12-05-2006, 04:12 PM
@jeremy ...Great... i like the cold mood you are going for ... but i miss a small amount of contrast in your lighting. Personally i would add some slightly yellow and blue tinted lights... with just a littlebit of illumination.

ACamacho
12-05-2006, 05:12 PM
@ACamacho: Nice work so far, I like the sense of moonlight coming in through the window. But I feel that It may be a little more convincing if there were some more contrast in the foreground to draw our eyes to that window even more. Also, under the stairs seems to get a little too much light in my opinion. Anyways, looking forward to updates. Nice work.


Your right. What I ended up doing is just brighting up the light in Shake with a zdepth to brighten up what was already there. Also lowered the overall brightness of the image. Here is WIP #003:

http://www.angelcamacho-torres.com/files/challenge/hallway_compTest_005.jpg

Alot of objects are still lambert shaded and will get to them. The noise in the image is because of the areaLights (low samples). But might add grain later on.

@ChrRambow:

That is looking ace man. Very nice. Right now the only issue I have is that the light switch on the wall and the eletrical cord don't seem to be giving any shadows on wall. Feels like its floating a little.

@BlackFire86:

I like that idea! Nice image. The haze/bloomy look is a little much IMO though. But looking nice so far.

@jeremybirn:

I love the mood and the colors so far! More grime and it could fit right in the silent hill atmosphere. Some suggestions I have is maybe adding some rims on the stair railing and posts from the bright light? And maybe a slight glow to the tile reflection of the strong light? (to mimic the glow on the main light source). Great image.

@meanlebh:

I like the intricate textures and everything looks really solid so far. I wonder if the walls would need more "gloss" to them? They are feeling a little like leather to me.

Great work guys!:thumbsup:

meanlebh
12-05-2006, 06:07 PM
http://i86.photobucket.com/albums/k102/meanleybh/lighting%20challenges/Final_comp-1.jpg

Small update. Softened the shadows on the overhead lamp considerably as suggested, and added some slight volumetrics to the lamp as well, with a few other very minor tweaks here and there. Thanks for the comments and crits everyone. I'll see what I can do at some point about making those walls less leathery as well. More to come...

-Brian

ChrRambow
12-05-2006, 06:47 PM
Added some details ... and working on the concept.

http://www.art-3d.com/cgtalk_temp/preview_hallway_4.jpg

Eomer41
12-05-2006, 08:33 PM
There are some nice pictures so far.

Here is my first try, with Lightwave there are 3 lights (2 point, 1 area). The only textures I used are procedurals on the wall. Specularity was turnded up for the steps, rail and pipes. Render with FPrime, and radiosoty.

ACamacho
12-05-2006, 09:09 PM
@ChrRambow: Again awesome mood! And nice touch with the chair and noose (sp?). Good narrative.

arunurakkadan
12-06-2006, 02:26 AM
its my first try..i did,nt texture the bg.i have used default maya render...

jeremybirn
12-06-2006, 03:48 AM
arunurakkadan & Eomer41 - Welcome! Keep going!

ChrRambow - Great! One tiny area you might change is where the right side of the noose joins the corner of the banisters - that's a perfect tangency that seems like it weakens the noose in the composition. Maybe slide the noose or just slide the camera so the noose is over the white background with no other dark lines connecting to the side.

meanlebh - I said before, that's a great scene!

ACamacho - Wow! I love the richness of the colors you're building in there!

ChrRambow - Looking good! Maybe a little more shadowing or occlusion, under the boards leaning against the wall, places like that, would add to it.

-jeremy

jeremybirn
12-06-2006, 04:38 AM
BlackFire86 - Nice ghost shader! See if you can figure out why the light is leaking behind the landing of the stairwell, and maybe see if you can smooth out the facets in the ghost geometry?

-jeremy

dany_kurian
12-06-2006, 06:50 AM
My 1st try ...

http://img155.imageshack.us/img155/3998/newonecj4.jpg

jeremybirn
12-06-2006, 07:18 AM
dany_kurian -

That's really nice! In fact, it already even passes the "squint test" (by "squint test" I mean if you squint your eyes so you don't see it too clearly, it looks as if you could be looking at a photo of a real place in the overall colors and tones.) I think you need to work on your shadows, especially where the shadow of the thin board meets the floor and causes such a thick shadow. The amount of yellow light coming from behind us also seems strange, just because I don't know what the light source is supposed to be and because it causes a very bright highlight along the bevel by the edge of frame.

-jeremy

jeremybirn
12-06-2006, 07:24 AM
I don't have anything impressive to post tonight. The green glowy look will probably come back in a few days, but I just was working on the hole in the wall, getting the model to not be straight along the left side, etc. This is a quick straight-up test render without any other passes beyond the main lights:

http://www.3drender.com/challenges/hauntedhallway/Test5.jpg

-jeremy

ChrRambow
12-06-2006, 10:09 AM
@ Jeremy... thanks a lot for the hints ... the did a huge improvement to the scene.
The current lighting is much better ... i love the "reflected" specularlight on the walls ...
Cannot wait for the second light pass.

@ACamacho... thanks a lot ... that runs down like oil ;)
You was right about the lightswitch in my scene ... i positioned in the air before ...
and asked myself over an half an hour: "Why is that damn AO not affecting this fu&$%! lightswitch" ... thanks a lot for the hint ... sometimes i am blind.
As i already mentioned ... i really like the colors in your scene.
Maybe the scale of the wood-texture at the ground is a littlebit too high.

@meanlebh... your scene is turning out better and better ... but i would soften the shadows at the columns in the front a littlebit more

@dany_kurian... great first try ... i like the colors in the lighting a lot.

Ok here is the actual version i will call "final" :)

http://www.art-3d.com/cgtalk_temp/hallway_final_small.jpg

And a link to the large Image (http://www.art-3d.com/cgtalk_temp/hallway_final_large.jpg)

Thanks a lot for the wonderful challenge theme.

Keep up the great work guys! :)

JCBug
12-06-2006, 11:02 AM
Jeremy - Thanks for this new challenge, and for the candles gallery.
I have to try this new one.

The C4D link to download the haunted hallay scene doesn't work...

Camacho - Your picture is nice ! The colors are awesome,
it seems a painting...

ChrRambow - Nice work ! I like the textures and the sun light,
but the subject is a little macabre...
Good job.

Meteoro
12-06-2006, 12:24 PM
I've been enjoying reading lighting challenges for a while and this one is a good opportunity to join in!

And this 8th is great too, a lot of nice works, and a lot of good info to read in the comments & critics too.

This is my first attempt, no textures yet. I'm working with Cinema 4D.

http://img132.imageshack.us/img132/9236/render01pu4.jpg

Diabolos
12-06-2006, 12:31 PM
Here is my try..........BTW - really nice entries so far.....

ooops! something wrong with my window, and I am not too happy with my wall textures - well back to the drawing board.

D;

http://i100.photobucket.com/albums/m34/diabolosgermany/hauntedHall.jpg

jeremybirn
12-06-2006, 02:02 PM
ChrRambow - That's terrific! Can't wait to add it to the gallery. You might fix those electrical wires that are going so white, if you have time. One still looks rim-lit where it runs up the right-side corner of the wall, and the foreground one looks rim-lit along the top of the arch but not along the side. I don't think you'd need to re-render your scene, just rendering the wires as a separate pass could be all you need to fix that?

JCBug - Thanks for the heads-up, I fixed that file (the file uploaded had an initial capital letter, I renamed the file to lowercase like the links.)

Meteoro - Welcome, keep going! If the big bright area is supposed to be a sunbeam, then think about all the light from the sky that would also be coming through the window from all the other angles outside the direct sun.

Diabolos - Wow! I love the bloody texture with footprints and everything! The greenish color scheme contrasts nicely with it. That sunbeam or moonbeam on the floor doesn't look very convincing yet, maybe soften it a bit if its a moonbeam and make it less purple?

-jeremy

meanlebh
12-06-2006, 02:07 PM
@ChrRambow: Really great render, the only comment I would have is that it doesn't appear that your occlusion is affecting the wire leading to the lamp, and the base of the lamp. I could be wrong, but it just doesn't quite seem to match the wire running up from the switch on the wall. But other than that minor issue, it is a really great scene. Nice work.

@Meteoro: Nice start! I like the contrast that you have going on so far. My only comment at this point would maybe be to add just a touch more bounce light around the room. It may help to bring out the shadow of the character on the wall just a bit (which is a nice touch by the way). Anyways, nice start.

@Diabolos: Nice start as well. As Jeremy said before at some point, It will really help your scene in the beginning to put something outside of your window (even if it is going to be dark, something other than pure black could help). Looking good, keep it up.

@dany_kurian: As jeremy said, excellent start. Nothing major to crit at this point. Some occlusion could really help to add some definition to some of the corner areas. Looking forward to updates!

@Jeremy: I really like the update. Although I did also enjoy the green lighting from before, It would be nice to see some of it come back at some point like you mentioned. Great update though, looking forward to more!

-Brian

azazel
12-06-2006, 02:41 PM
http://sykut.pp.com.pl/azazel/hallway.jpg

Just a sketch really - overpainted ao render with some fog. No lights at all ;)

ChrRambow, ACamacho, dany_kurian - nice stuff, you guys know how to capture the mood.

Jesremy - maybe add some subtle fog, especially in the background - imo it'd add some spookiness to the scene.

KahlanAmnell
12-06-2006, 07:27 PM
Everyone your work is truely inspiring.

meanlebh (http://forums.cgsociety.org/member.php?u=189477): Fantastic job. Love the textures.
Azazel: Great painting. It really stands out.
ChrRambow: lovin the noose dude. Definatly adds to the overall mood of the scene.

I am almost done texturing. Just trying to achieve the overall mood i want.
-However i am having major problems with lighting. I cannot seem to make the volumetric lighting work. I am attempting to get the beam of light as most of you have. Can anyone show a tut or give a description on how to acheive this the right way?

http://img521.imageshack.us/img521/3550/basement3vw3.jpg vbmenu_register("postmenu_4051739", true);

jojo1975
12-06-2006, 07:39 PM
@ Diabolos. Cool Idea (and also a bit scary ;) Just if you can improve a bit the quality of the wall texturing.
I've added a bit of reflection to the material and also put less fill light now my cartsian devil is flying :)
This challenge is awesome. As always thanks to jeremy for his sugestion.. it's always good to learn from masters...
Comments and suggestion are wellcome

http://www.webalice.it/giorgio.luciano/CGTALK/L8Abduction3.jpg

jojo1975
12-06-2006, 07:40 PM
@ Kahal
For volume light, if you use ax add a standard light, in options go to effects then add volume and then tweak and play with settings to obtain more "foggy" effect

Veliar
12-06-2006, 09:29 PM
@meanlebh Waw, very impressive work. I truly love it!

@ChrRambow Seriosly good job men! I like colors and those "noise" effect of the floor.

Desperately wanna participate myself in this one, but desperately having problems with time.
So for now my WIP, just straight render, without textures. Comments are very welcome.

I'm trying to create night outside and lighting lamp in the hall. But still thinking to use mostly cold colors.
I tried to add very little of volume light (dont want much of it in the scene) which strangely increased my render time from 20sec to 10 minutes :hmm , but oh well.
In the scene 3 area lights for windows, 3 spot lights (one just for volume light outside) and 2 point lights and 1 direct light.
Lamp is overbrighten, so plan to deal with it bit later :)

And hope it's not too dark on your monitors guys. Have 2 of them and on both it look a bit different.
http://i147.photobucket.com/albums/r320/viktor12ru/preview_test1.jpg

jeremybirn
12-07-2006, 02:23 AM
Veliar - Yes, cold colors could be good for that. You can work on colored lights even before you add textures, if the textures aren't going to be too colorful. See if you can get the hanging lamp to look as if it's aiming the light downwards instead of upwards, but you probably already knew that.

jojo1975 - Better and better! The view out the window is a little undefined now: is there glass in the window? Is the sky dark? If so, what do we see that's bright out there?

KahlanAmnell - See how far you can get with the lighting before you add effects like volumetrics, too, just so you're sure the core shading of your surfaces is working well. You might need to raise the electric wire and clips to meet the archway.

azazel - Looking forwards to seeing that one rendered! I don't know if the floor with be that metalic to reflect the blue window as yellow, but we'll see how that works out.
(The fog and glows and green fill will come back into mine at some point, but next time I work on it I still have more to do with texturing it before I do any other passes again.)

-jeremy

chickenkts
12-07-2006, 04:59 AM
Here is my try.... :shrug:
http://img.photobucket.com/albums/v317/nguyen_tien_kts/hauntedhallway.jpg

dany_kurian
12-07-2006, 09:09 AM
Hey guys ,

Thanks a lot for all the encouragement . I'm working on ver1_rev2 rite now.


Here is another ver , its only wip ! ....


http://img237.imageshack.us/img237/298/threele7.jpg


thx.

jeremybirn
12-07-2006, 12:44 PM
chickenkts - Welcome! That's a nice concept: a clean, modern staircase descending into a sort of flooded dungeon. Try to get rid of the black spots on the walls, they might be caused by too harsh a bump map. The lower molding on the columns shouldn't line-up so perfectly with the water surface, the edges of the water surface really give it away right now. Actually, right above the water surface you might map the walls to get darker, as if the water-line sometimes soaked a bit higher than the water position now. Maybe the archway needs a different texture to break things up a bit. The lighting is off to a good start, maybe just in the reflection you could make the window brighter and make the ceiling less uniformly lit, so the ceiling wasn't lit all the way out to the corners?

dany_kurian - Nice creative angle. Looks like you'll have some work to do to bring the boards to close-up quality, but keep going!

-jeremy

jeremybirn
12-07-2006, 12:46 PM
One more test from me: I put back the green fill, fog, glow that I had 2 days ago, but still I am really working on the texture maps for the scene:

http://www.3drender.com/challenges/hauntedhallway/Test6.jpg

-jeremy

dany_kurian
12-07-2006, 01:07 PM
Thanks Jeremy , i'm workin on those .

PDuff
12-07-2006, 09:31 PM
Before I get started on this I just have one question. Is it okay to use these scenes on a demo reel if they turn out nice?

KahlanAmnell
12-07-2006, 09:50 PM
Thanks for the comments everyone. Finally got my lighting right today after about 10 renders and an extra five hours work in tweeking.

No radiocity as of yet. Going to do that tonight.
This render took about twenty minutes

http://img147.imageshack.us/img147/7601/basementgodtb2.jpg

ACamacho
12-07-2006, 10:09 PM
Before I get started on this I just have one question. Is it okay to use these scenes on a demo reel if they turn out nice?


I think as long as you give credit to the modeler and Jeremy (for getting it through the lighting challenge I think) you are good to go. Well as long as your applying for a lighting position. :)

PDuff
12-07-2006, 11:30 PM
Another question. I figure it belongs here. I'm using mental ray for Maya and I have one spotlight emitting photons. I want that same spotlight to use raytrace shadows. The problem is that I can't change the settings. I want soft shadows but whenever I change the light radius and shadow rays to values other than their defaults the shadows go away completely.

mer
12-08-2006, 12:00 AM
@ChrRambow (http://forums.cgsociety.org/member.php?u=203)

Beautiful image and lighting!Did you use Ambient occlution?The chair in the lower part of the image looks perspective distorted ,you could use some 'spherical' lens distorsion(slightly fish eye lens shader or do it in post )to improve the 'straight lines'.

@Meteoro,
The right part of the image looks a little too dark.

@Diabolos (http://forums.cgsociety.org/member.php?u=147082)
I just love the blood texture!I noticed a minor inconsistency,the last 'blood footstep' near the stairs is done by his right foot ,on the first step the 'footprint' is done again by the same foot(right one).Of course this is not 'wrong' it could be the case of an old man going up the stairs ,'one step at a time', it just drew my attention when I first saw it..
The area under the staircase could be a little darker.

@Jeremy,
I think the lighting around the window area is a little too bright,the wall around this area is almost washed out/over exposed IMHO.Do you use a tonemapper or did you just use correct gamma ?

@chickenkts
(http://forums.cgsociety.org/member.php?u=250499)Nice idea adding water on the floor,But yeah the stairs are kinda too clean compared to the rest of the image.You could some 'green mold' on the walls where they meet the water.

@KahlanAmnell (http://forums.cgsociety.org/member.php?u=140094)
(for your new entry)
Nice render , although the lighting is a little 'flat' and the whole image is kinda dark.

cheers

ashurao
12-08-2006, 12:25 AM
hi all,

I'm new on the forum, and probably my english is not so good.
It's my first posting on a lighting challenge. I'll do my best. It's the way to progress.

I'm using Cinema4D 9.6. In this scene, I'm looking for frightening atmosphere.
I one square paralell spot light, with volumetric and adaptive shadows. One spot light to brighten up the scene.
I'm applyin ambiant occlusion and used Zblur to add grain.
The monster is import from Makehuman.

http://emmanuel_robert.club.fr/test2.jpg

PDuff
12-08-2006, 03:15 AM
Here's my first try. Just blocking out the lighting. Everything is just a pure lambert. Still needs a ton of work. Criticism is appreciated. Thanks.

http://pduff12787.googlepages.com/test.jpg

Huv
12-08-2006, 09:42 AM
Hi everybody ;) here's my little attempt :
http://emerick1.free.fr/testmodo/light-challenge8/haunted.jpg

jeremybirn
12-08-2006, 11:51 AM
Another question. I figure it belongs here. I'm using mental ray for Maya and I have one spotlight emitting photons. I want that same spotlight to use raytrace shadows. The problem is that I can't change the settings. I want soft shadows but whenever I change the light radius and shadow rays to values other than their defaults the shadows go away completely.

First, turn off GI until you get your shadows the way you want. Make sure your radius is appropriate for the scene, not too huge, you have raytracing on, you aren't in a render layer with any special setting and the light is in a good position not getting blocked by any nearby geometry.

-jeremy

Diabolos
12-08-2006, 03:00 PM
Hey, thanks guys for the comments.......

- changed wall texture
- added sky texture
- lightened moonlight changed to light blueish
- move blood trail to match up with stairs :)

http://i100.photobucket.com/albums/m34/diabolosgermany/hauntedHall01.jpg

Diabolos
12-08-2006, 03:03 PM
never made one before - maybe it could help someone out.........dunno

http://i100.photobucket.com/albums/m34/diabolosgermany/bloodTrail.jpg

nverdon
12-08-2006, 08:26 PM
Hi all. thanks for this new challenge jeremy ;)
just a little attempt to take part in the challenge.
I've seen beautiful pictures, congrats ;)
http://www.deltazone.org/~fc4d/images/nikolas_cg_HH.jpg

KahlanAmnell
12-08-2006, 08:39 PM
Nverdon: Great wall texture dude. However i think the overall composition is to dark. Try adding an ambient omni light behind the camera



http://img293.imageshack.us/img293/5780/basementfinalfinalen1.jpg

Blackravensky
12-08-2006, 09:25 PM
Good work everyone, some of these pieces look very promising.

Here is my contribution so far, Im relatively happy with the lighting...but I am not happy with the room. It looks like, well, an empty room. If anyone has any suggestions as to what would add a bit more interest to the scene, im all ears. :)

http://img.photobucket.com/albums/v202/blackravensky/Hauntedhallwayrender.jpg

meanlebh
12-08-2006, 10:40 PM
Some really great looking renders are showing up! Congrats everyone.

I decided to try a few different scenarios, so here is my second attempt. Going for a moonlight only scene. It definitely needs quite a bit of work still, but this is what I have for now. Comments/Crits/Suggestions are much appreciated (I have always struggled a bit with moonlit shots). Thanks.

-Brian

http://i86.photobucket.com/albums/k102/meanleybh/lighting%20challenges/B_Test_Comp-1.jpg

PDuff
12-09-2006, 12:28 AM
Here's an update. Changed the angle a little bit because I was losing the bump on the floor. Still a few things untextured and I still have to do alot with the ceiling light.

http://pduff12787.googlepages.com/2nd_cg_post.jpg

Comments welcome. Thanks.

Meteoro
12-09-2006, 02:07 AM
@jeremy, I like your last update, very good textures imho and I like the glow. Thanks for this challenges btw.

@nverdon: very interesting picture!. I like it very much, good textures. maybe just a little less saturation on the stairs wall could make it better.

Jeremy and meanlebh thanks for your comments. the beams are not from the sun. they are from the moon (moonbeams :-)). I made it softer and more blue.


Here is an update (working with textures right now).

http://img297.imageshack.us/img297/6883/render05dm0.jpg

SLarrimer
12-09-2006, 02:43 AM
Hi eveyone! I'm really impressed with everyone's work here. This is the first lighting challenge I've tried to participate in.

http://img.photobucket.com/albums/v691/slarrimer/HauntedHall.jpg

So far nothing's textured, and there's still some areas where I'm not happy with the lighting. Hopefullly I'll have some time to work on it next week. Critiques are welcomed.

Leotril
12-09-2006, 02:56 AM
Hi

This shapping up really good .. a lot of great entries :thumbsup: Its cool how u can get into the mood and stuff just like in a movie with fog and everything its cool :twisted: can anyone upload the file for maya 7 plz ? .. i think ill give a try on january or something i like that scene a lot...

Later

jeremybirn
12-09-2006, 08:25 AM
KahlanAmnell - Welcome, that's a good start. The composition right now has the shade of the hanging lamp melding with the archway behind it, to produce something that looks like a pointed-top archway. If you fix that tangency somehow, it'll improve the scene. Also, it looks as if the shadows aren't working on the sunlight, and it lights the far corner under the stairwell where it should be dark.

ashurao - Welcome! Maybe you could find ways to make more of the scene interesting, or zoom in on the area of definition? Anyway, keep going with it!

PDuff - Good start. It looks a little too ambient (evenly lit) and could probably use more contrast and definition. I don't really see any light coming from that lightbulb.

Huv - That's great! You've really given a grand sense of scale to the scene!

Diabolos - Nice background image now, but the moonlight on the floor still looks purple, not cool like the view out the window. The wall texture isn't up to the high standards you set with that blood trail texture, maybe you should find some reference images for old walls or peeling paint and work from those. Thanks for posting the info about how you made the blood trail!

nverdon - Welcome, good start! The bounce light is a little confusing to me, it seems as if the warmer light in the lower right corner might be bounce light from the sunbeam, but if that's the case it should be more above the sunbeam. It appears that the lightbulb is turned on, but I don't see any light from it in the hallway.

Leotril - The obj file imports fine into Maya 7, give it a try!

SLarrimer - Welcome! Keep going with your scene!

Meteoro - Nice. The moonbeam could be made more blue like the sky there, and softer as you said. DO you know what's making the lightbulb look like that?

meanlebh - Still a nice scene, but it seems as if the light doesn't decay much over distance. Having really bright highlights right in the foreground edges of the frame seems to flatten things a bit to me. Maybe the hole in the wall doesn't need to look that deep?

Blackravensky - Welcome! That's a nice scene! Maybe around that center archway the top of the arch shouldn't be lit that much brighter than the moonbeam beneath it? Unless that light is coming from somewhere? The composition is almost there, but cropping off half of the lightbulb looks awkward to me, maybe you could tilt up a little and frame the whole lamp?

-jeremy

jeremybirn
12-09-2006, 10:21 AM
Addicted to color...

http://www.3drender.com/challenges/hauntedhallway/Test8.jpg

http://www.3drender.com/challenges/hauntedhallway/Test9.jpg

-jeremy

MooseDog
12-09-2006, 01:58 PM
boy, this IS a challenge :thumbsup:

hope my effort is going in the right direction. lightwave render, cc and slight blur in post. rendered out the volumetrics separately so as not to wait several days (j/k!) for a finished render, then added them in post.

http://www.mdogstudios.com/private/hallway_001.jpg

jeremybirn
12-09-2006, 03:54 PM
MooseDog - Good start! It looks as if you are getting a lot of contrast from your texture maps, bringing surfaces from light to dark with the dirt, but not as much contrast from the lighting. Maybe the texturing could be made more consistent, bringing texture even into the center of the wall panels, and then more of the scene could be defined with lighting. The foreground left side especially looks like it has some light and hard-edged shadow that aren't needed.

-jeremy

meanlebh
12-09-2006, 04:41 PM
Thanks for the comments Jeremy. You are right as usual, the moonlight doesn't decay as much as it should. I think that playing around with that will help add a bit more contrast to the scene and help to make it a bit more readable. Thanks for the tips.

Also, I really like your first image, it has a great range of light to dark and a terriffic erie feel to it, and I think that the colors work very well together. In my opinion the colors of the fill lights in the second image are a bit too saturated, and just don't read quite as well against the green from the hallway. However I think that the intensity of the stairway light in the second image works a bit better than one in the first. Either way, very nice updates, I really like where its going.

-Brian

akwavox
12-09-2006, 04:58 PM
Hi all,

Nice contest as always, thank u Jeremy!

Well i just set that cam for the moment, and the position of the main light.
Here is a basic render to catch the "mood"...
I will work on lights, and on that silly C4D radiosity this sunday!!! lol

Some nice renders from now, congrats to all !!!

see u soon,
jc

MinaRagaie
12-09-2006, 09:42 PM
Ok, so I decided to do some experimental stuff...
Read on I'll explain the technique I used....

While I was trying to simulate GI on my scene, I came up with an idea that I would like to share...

-I simulated GI with spot lights placed behind main surfaces such as walls to simulate light bouncing (witch is not a new technique nor do I clam that I invented it)...
-I used tightly controlled falloff curves on my bounce fill lights (still nothing new)

-I was planning to use AO to simulate the shadows from the fill lights, But....
AO pass tends to be completely directionless and it completely killed the directionality on my fill lights

-so to compensate for that I tried rendering 2 AO passes one with fast falloff and one that spreads out a lot more

-In the composite I mixed the 2 AO passes based on the distance from the fill light I was occluding so that:-
1- the areas very near to the light source gets no occlusion at all.
2- areas a bit further gets fast falloff occlusion
3- and areas far from the fill light gets a smoother falloff occlusion

here's an example of how the Blended AO pass looked for one of my fill lights...
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/06_Variable_Spread_AO_Example.jpg
and here's the fill light it was occluding.
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/07_Fill_Sun_Bounce_on_Wallcopy.jpg
Here's an Image with the traditional AO.:D (With wide spread)
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/03_Wide_Spread_AO.jpg
and Here's an Image with my variable spread AO.:thumbsup:
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/04_Variable_Spread_AO.jpg

Thereís defiantly strong disadvantages working with that technique, however itís experimental stuff so why not try it out. (And I do like the result)

The biggest disadvantage is the huge number of passes I had to render.
For every fill light that you intend to occlude with that technique you need to render 2 passes:
1- the fill light isolated
2- a pass mapping the distance between that fill light and the sampled point.

One more disadvantage: it's still AO so it's not physically accurate.

I'll be posting more about the technique, when Iím done with the scene.

One more thing...

This technique is not sth I read in a tutorial or a book, I've made it up :), so it's up to further revision, if you think there's sth wrong about it or there's a way to make it work better, I waiting patience less for your comments

MinaRagaie
12-09-2006, 09:54 PM
@Jeremy
Love those new colors :thumbsup: adds quite a bit to the image, but I think it's quite a catchy difference in hue and saturation between the arch and the upper part of the wall, I think it needs to be toned down a bit.

ashurao
12-09-2006, 10:17 PM
Good work everyone, and thanks for your comments, jeremy.
I know that my image is too dark. I looking for a particular atmosphere, very different from yours for example. In your scene, as in many of the others, the light comes of at the top. It could represent the exit(release), the end of the nightmare. In my image, I would want on the contrary that we do not know what there is at the top. Here is the atmosphere I'm looking for.
Excuse I for my English. I do my best to express myself without faults.

Diabolos
12-09-2006, 10:55 PM
I am about to give up on my moonlight - I changed the color for this render to:

H:240
S:.120
V:1.00

What color do you guys use?

http://i100.photobucket.com/albums/m34/diabolosgermany/hauntedHall02.jpg

Handpainted seamless wall paint that I made, and used as bump as well.
http://i100.photobucket.com/albums/m34/diabolosgermany/crackedPaint.jpg

jeremybirn
12-09-2006, 11:30 PM
I agree some of these tests have too saturated a fill color, I'm experimenting with different ways to inject extra saturation into the dark tones like colored occlusion and highly saturated photon colors. I've gone back to something without GI because I like the contrast better, but still using this occlusion pass colored with depth:

http://www.3drender.com/challenges/hauntedhallway/colorocc.jpg

Here's the result including this pass:

http://www.3drender.com/challenges/hauntedhallway/Test10.jpg

-jeremy

Meteoro
12-10-2006, 01:45 AM
Here is another update.

I'm almost at the limit of my abilities, so any suggestion to make it better is more than welcome.

http://img213.imageshack.us/img213/8725/render17aowt0.jpg


@diabolo: for your info in this image the moonlight is h:212;s:40%;v:86%. This is Cinema 4D and looks like it reacts different to the tool you are using to light color.

@jeremy: about the light-bulb looking weird was my crappy attempt to make it look broken. I hope this time looks better.

barryk50
12-10-2006, 03:50 AM
Looking very good Jeremy. Ok now a question for you or anyone else who might know how to fix this. Why is it when I use GI sometimes I get light coming through places where it shouldn't (ex. where the wall meets the floor)? Why does it do this and how do I get rid of it.

jeremybirn
12-10-2006, 05:30 AM
Looking very good Jeremy. Ok now a question for you or anyone else who might know how to fix this. Why is it when I use GI sometimes I get light coming through places where it shouldn't (ex. where the wall meets the floor)? Why does it do this and how do I get rid of it.

In my case, using Mental Ray with Maya, I just added some cubes above the landing and staircase. To avoid artifacts, they have "primary visibility" and "casts shadows" both turned off in render stats in their attribute editor window, and they are not present in the occlusion pass. When rendering with GI, they prevent light from leaking through where it shouldn't, even if the photons are bigger than the thickness of the landing in the stairwell.

-jeremy

jeremybirn
12-10-2006, 05:50 AM
Meteoro - Maybe the moonlight would be more convincing if it lit up the sides of the window and other nearby surfaces? I think the human shadow is a little ambiguous as to what he's doing, now that you see more of it he has a bulge in front of his midsection that looks more like a sexual figure than something haunted. On the lightbulb, maybe you could post a photograph of what you're trying to depict, then it would be easier to suggest how it could look.

-jeremy

pioupiou
12-10-2006, 08:47 AM
Hi, this is my little contribution (sorry for my english:) )
i'm a c4d user
i add four area light for the wall
one area light for the sun
one omni light for the lamp
two volumetric light
one environment objet (2%)

effect:
glow
colormapping

Thanks for this challenge


http://crase.free.fr/lightingchallenge/lightchallenge8-04b.jpg

barryk50
12-10-2006, 11:32 AM
Jeremy I was wondering how did you get the color in your occlusion pass. I have never seen that before. I have only seen black and white. What exactly is the color used for?

lazzhar
12-10-2006, 01:56 PM
pioupiou I like your rendering a lot. the sun light is really convicting to me.
I just wished to see the color of the sky through the 2 windows especially the left one.
Other than that great work.
A lot of great stuff here either.

pioupiou
12-10-2006, 03:21 PM
Thanks for your comment Lazzhar :)
A sky have been added.
http://crase.free.fr/lightingchallenge/lightchallenge8-05b.jpg

akwavox
12-10-2006, 03:33 PM
Another test.

Using a yellow spot light with area shadows for the main light.
3 blue area lights with soft shadows closed to windows.
A HDR pics around that scene.
Rendered with the basic radiosity of C4D R9.2

Please sorry for that low preset radiosity... it will be better at the end, but i have to be soft with my old slow computer ! :-)

I tryed to keep safe a sort of weird atmosphere, comments are welcome, before i start to play with shaders. ;-)

jc
http://www.akwavox.com/site/cglc1/jc-cglc8-2.jpg

pioupiou
12-10-2006, 03:42 PM
Hi Jc (it's me, xander)
I really like the angle of your camera and your lighting.
The only thing i yould like to see are the window's bars shadows.

azazel
12-10-2006, 03:58 PM
Akwavox: The cam angle looks very nice, you get some interesting shapes created by the stairs, and slightly Escher-esque feel - neat :)
Diabolos: The tileable texture is ok, but wayy too big in scale.
MinaRagaie: Interesting technique, and the results are nice, too.
Jeremy - Good one. And the colored occlusion trick is clever, even if it's only very subtly visible.

Ok, here's mine. Changed a bit from the sketch, but it's always like that, with the image having a life of its own:

http://sykut.pp.com.pl/azazel/hallway_3d.jpg

ChrRambow
12-10-2006, 05:06 PM
Sorry for the late answer.

Thanks a lot guys ... i am really glad you like it :)

i've rerendered the wires:

http://www.art-3d.com/cgtalk_temp/hallway_final_small2.jpg

and a link to the large version:

link (http://www.art-3d.com/cgtalk_temp/hallway_final_final2.jpg) ;)

I know that the concept of the image is very macabre ... but that was my intention...
some sort of friendly warm lighting with a hard contrast that will catch the viewers eye.

@ mer ... Yes i've used Ambient occlusion for the subtile shadows, where the objects
hit the ground and the walls ... because i used very soft shadows for the second (bounce) light pass.... and in C4D the objects will look as if they are floating above the ground ... even with a very low shadow bias and high shadowmap.

I've also began a new concept ... but the time and my patience was running out
to finish it ... but i will work later on it.

@ Jeremy ... your image is turning out great. I love the specularity of the painted walls...
and especially the contrast in your lighting.

@ azazel ... wonderful colours!

@ meteoro .... the first thing i've noticed while viewing your image is the stiff standing shadow of the man ... i would set him to an interesting pose ... because that will add some dynamic.

@ akwavox ... the lamp in such a short distant in front of the back wall is looking a bit stange ;) ... the perspective i great!

@ all ... keep up the great work ... the challenge is wonderful!

edit:

sorry i've forget to add the second concept ;)

http://www.art-3d.com/cgtalk_temp/hallway_concept2.jpg

pioupiou
12-10-2006, 05:31 PM
mium ChrRambow, i like your second concept.

MinaRagaie
12-10-2006, 08:05 PM
@ChrRambow, I like Both concepts, especially the 1st one, having that chair and that rope with no dead body in the scene tells some kind of story especially when coupled with that cheerful morning lighting of yours... great work love it :)

I guess you are going to surprise us with some other creative addition to the second concept, or at least I hope so (not that I'm against capturing the mood of the environment by itself with no subject in the scene- after all I used to be an architect :) )

I've got some question for you, I've noticed that you are rendering the lighting into a separate pass, how can I set up that pass, and how shall I comp it when it's rendered?? (Multiply it by an ambient pass??)

NB: I'm using Maya and Mental Ray

and here's a color corrected version of my render (just for the sake of making it stand out a bit)


http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/05_Variable_Spread_AO_Sephia.jpg


@azazel, so someone did read that post??... Wheeeeee :) for a moment there I thought that post was invisible because of that dull gray tones in the image... just kiddin'
It's an interesting technique... but not quite practical I think, It save render time but adds alot of time to set it up and comp it again... not to mention the tremendous increase in storage space if you where to render an animation, I'm even too ashamed to say how much passes it took me to make this image.

About your image... I think it's shaping out very nice, but the neon sign outside the window should be casting some red light onto the stairs, and the reflections on the ground below the stairs I think are a bit bright than what they are reflecting (I'm not quite sure what's reflecting there)

@jeremybirn, love the colors after they were toned down (witch is quite difficult for me to admit cause green isnít my color), I think the only problem with it that texture stretching on the arch, Are you going to call this one final?? and BTW I love the idea of the light being motivated by sources that are not visible within the shot, I always get caught up in motivating every light source on my scene (even fill lights are motivated by surfaces bouncing them)

Edit:
I've got a question for you Jeremy... In production witch should I do first Shading or lighting? cause when I do shading first I always end up going back and readjust the shaders later when I'm done lighting (and vice versa if I do the lighting first)
according to the flow chart in your book shading is done first? But does that mean that lighting artists end up readjusting shaders? And how did the shading artists test their shaders in the first place without proper lighting?



-Mina

jeremybirn
12-10-2006, 10:24 PM
@jeremybirn[/b], love the colors after they were toned down (witch is quite difficult for me to admit cause green isn’t my color), I think the only problem with it that texture stretching on the arch, Are you going to call this one final?? and BTW I love the idea of the light being motivated by sources that are not visible within the shot, I always get caught up in motivating every light source on my scene (even fill lights are motivated by surfaces bouncing them)

Edit:
I've got a question for you Jeremy... In production witch should I do first Shading or lighting? cause when I do shading first I always end up going back and readjust the shaders later when I'm done lighting (and vice versa if I do the lighting first)
according to the flow chart in your book shading is done first? But does that mean that lighting artists end up readjusting shaders? And how did the shading artists test their shaders in the first place without proper lighting?

You're right, I should work on the textures, with some parts not textured at all and some not textured very well. I'm still making changes to my scene and not calling anything final though:

http://www.3drender.com/challenges/hauntedhallway/Test11.jpg

In productions shading is done first. Usually the "white lights" rig that shaders are test-rendered under is supposed to represent something typical of lighting in the production, such as if overly bright rim lights are common they should be used in the white lights rig, but at times there are things happening in actual shots which bring out aspects of shaders that weren't approved. For example, some shaders use a reflection contrast setting that makes reflections look good in bright environments, but could output negative numbers at night, and that kind of thing might need to be fixed if it were causing problems in multiple shots. Lighting TDs do adjust shader parameters to fit the needs of shots that are being lit, but there are also times when things are sent back for a shader fix.

-jeremy

Scizzer85
12-11-2006, 04:12 AM
I could be an idiot or I could have a lack of knowledge on such a subject as this. Personally I will go with the second choice because then, well I am not an idiot. Anyways what is occlusion and the term "pass" and AO pass? I have heard of these things but I have no idea what they mean or how they are created. By the way I am using Maya 7 Unlimited if it makes any difference. Also on a side note I am jealous at pretty much anyone who has turned in there idea of this scene because I am still trying to get a darn wood texture that looks good. I have tried taking an image and throwing it into photoshop and going from there and I have tried using the wood texture in Maya. Neither work out well because my bump map is crap. So any hints on how to get some good texturing done would be very helpful. Good job everyone and hopefully soon I will get these textures figured out.

-Sciz

jeremybirn
12-11-2006, 07:40 AM
I could be an idiot or I could have a lack of knowledge on such a subject as this. Personally I will go with the second choice because then, well I am not an idiot. Anyways what is occlusion and the term "pass" and AO pass? I have heard of these things but I have no idea what they mean or how they are created. By the way I am using Maya 7 Unlimited if it makes any difference. Also on a side note I am jealous at pretty much anyone who has turned in there idea of this scene because I am still trying to get a darn wood texture that looks good. I have tried taking an image and throwing it into photoshop and going from there and I have tried using the wood texture in Maya. Neither work out well because my bump map is crap. So any hints on how to get some good texturing done would be very helpful. Good job everyone and hopefully soon I will get these textures figured out.

I guess it would sound self-centered if I recommended that you read Chapter 11 "Rendering Passes and Compositing" in my book. At least be sure to read Maya 7's documentation, there's a section on Render Layers, including the preset for Occlusion. You don't need any fancy compositing software to get started, either, a Photoshop layer set to "Multiply" for the blend mode will do fine for adding an occlusion pass to your fill light.

You can use just about any old wood texture for the wood in this challenge, I think some of those ought to do: http://www.art.net/~jeremy/photo/public_texture_frameset.html Having a color map double as a bump map is entirely optional.

-jeremy

Scizzer85
12-11-2006, 07:53 AM
Ha ha alright well I suppose I am an idiot. I haven't gotten around to finishing the book just yet. I have been really busy with school and finals week is this week so I am surprised I am able to even have time to get on these forums. Anyways I checked it out and I appreciate the link to the textures. My winter break starts a week from today. During it I will finish the book and send in my scene. Thanks for all the help/suggestions.

-Sciz

jojo1975
12-11-2006, 11:22 AM
@ Jeremy, wonderful image. it's sharp and the color scheme make it "cold"
why dont' you try also a brown-orange light-green scheme (more old and a bit more warmer like the first one you post)
About texture... wonderful highres images for textures can be found in
www.cgtextures.com
for max users I suggest to use procedural shader after adding a map otherwise unwrapping here with this scene is really a pain :(
and just a question how much reflection did you use on the materials ?
BTW great works from all
:)

Diabolos
12-11-2006, 02:28 PM
here is another link: http://mayang.com/textures/

MinaRagaie
12-11-2006, 05:33 PM
I guess it would sound self-centered if I recommended that you read Chapter 11 "Rendering Passes and Compositing" in my book.

-jeremy

Well, I was about to say give Scizzer08 the same advice, about reading that chapter... (Can't call it self-centered that way) ...and anyway it is the reference I would go back to for such subject

ACamacho
12-11-2006, 06:13 PM
Sorry for the lack of updates. Another crunch time. Some really nice renders guys! This challenge is gonna be a big one. :)

This is more of a texture update than a lighting one. Fire away!

http://www.angelcamacho-torres.com/files/challenge/hallway_compTest_007.jpg

F0cus
12-11-2006, 06:47 PM
Hi everyone, I would like to participate in this challenge.Lots of good renders are in this challenge:thumbsup: .
This is a WIP, waiting for your C&C.

Thanks

pioupiou
12-11-2006, 08:30 PM
An another test
i will try to do a render with multi-pass
(i would like to make some comments for all pictures but my english doesn't allow me to do it :shrug: )
http://crase.free.fr/lightingchallenge/lightchallenge8-06b.jpg

Diabolos
12-11-2006, 08:40 PM
Another render.......

http://i100.photobucket.com/albums/m34/diabolosgermany/hauntedHall03.jpg

Blackravensky
12-11-2006, 10:32 PM
Here is an update, Fixed the lighting under the first arch, and adjusted the color of the light emitted from the ceiling lamp. Hopefully this is closer to reality.

http://img.photobucket.com/albums/v202/blackravensky/Hauntedhallwayrender2.jpg

buggsy
12-12-2006, 05:09 AM
Here's my attempt. I am finding the title and the scene a little hard to get my head around.

Let me know what you think.

Buggsy

F0cus
12-12-2006, 07:09 AM
Hi everyone, I would like to participate in this challenge.Lots of good renders are in this challenge:thumbsup: .
This is a WIP, waiting for your C&C.

I forgot to attach the image :banghead:

Thanks

jojo1975
12-12-2006, 07:14 AM
@buggsy light and green ambient is well don but I will change the texture of the two columns and also give us a sharper render :)

fulg0re
12-12-2006, 07:59 AM
Hi everyone , this challenge is great, there are so many great renders. Here is my wip, done in blender.
http://img215.imageshack.us/img215/5654/wip2czo2.jpg

MooseDog
12-12-2006, 12:11 PM
MooseDog - Good start! It looks as if you are getting a lot of contrast from your texture maps, bringing surfaces from light to dark with the dirt, but not as much contrast from the lighting. Maybe the texturing could be made more consistent, bringing texture even into the center of the wall panels, and then more of the scene could be defined with lighting. The foreground left side especially looks like it has some light and hard-edged shadow that aren't needed.

-jeremy

thx jeremy! you're absolutely right, the occlusion driven grunge thing was totally overdone and distracting. have tried to back waayy down on that.

as you rightly noticed, the lighting was also pretty flat, so i got rid of a couple of fill lights, and tweaked the intensities and falloffs of the remaining key lights: the overhead and the moon.

cc and other post stuff based on a z-buffer.

crits welcome!:

http://www.mdogstudios.com/private/hallway_003_final.png

praveenud
12-12-2006, 12:36 PM
I was really fascinated do this challenge..I love the theme and truly enjoyed working on it. I would like to hear suggestions and comments on this..thanks Jeremy Birn.http://img168.imageshack.us/img168/650/hauntedhallway002rw3.jpg

LeeGriggs
12-12-2006, 12:44 PM
Hello, I wanted to create something in a creepy silent hill/blair witch style using a kind of lighting from the position of the camera.

A tutorial can be found here:

http://67.15.36.49/team/Tutorials/flash_effect/flash_01.asp

I tweaked the levels and applied some noise in photoshop.

If I had the time I would have like to put a japanese woman with long black hair creeping up from the bottom of the stairs. :scream:

Really liking Blackravensky's work at the moment :thumbsup:

nverdon
12-12-2006, 09:38 PM
second attempt. more classical. great challenge.
http://www.deltazone.org/~fc4d/images/nikolas_hallv2-800.jpg

Meteoro
12-12-2006, 10:24 PM
Oh boy! so great renders!

I'm starting to feel a little shy to show mine.

Thanks jeremy for your comments, about the lightbulb what I want was to make it look broken like this (http://www1.istockphoto.com/file_thumbview_approve/404548/2/istockphoto_404548_broken_lightbulb_in_hand.jpg)

Here is a new render. Changed the shadow, added a little moon ilum in the windows and some glow on the upstairs light.

http://img96.imageshack.us/img96/2418/render20retouchedgn6.jpg

jeremybirn
12-13-2006, 02:12 AM
ACamacho (http://forums.cgsociety.org/member.php?u=56470) - Great, deep colors. I almost feel as if you could treat us to more than 3 patches of that red, maybe do the whole archways in red? Just a thought.

pioupiou (http://forums.cgsociety.org/member.php?u=79911) - Good start! Maybe you could add alittle more bounce light near the windows, so the brick wall around the windows got a little brighter?

Diabolos (http://forums.cgsociety.org/member.php?u=147082) - Nice! Your other textures like the peeling paper are starting to work now, too!

Blackravensky (http://forums.cgsociety.org/member.php?u=71769) - Welcome! That's a really nice scene, the brick wall texture and wide-angle view give it a huge sense of scale.

buggsy (http://forums.cgsociety.org/member.php?u=207413) - Don't worry about the title. If you're feeling lost creatively, it's not cheating to find some reference images and try to make your ighting look similar to a photograph or scene from a movie, etc.

F0cus (http://forums.cgsociety.org/member.php?u=225995) - Welcome! Nice scene! I like the little alien in the corner.

fulg0re (http://forums.cgsociety.org/member.php?u=241317) - Hi! That's a good start. I think you could use more of your dynamic range, and put a little more contrast into that. Also, think about the look of the windows themselves.

MooseDog (http://forums.cgsociety.org/member.php?u=46563) - Nice! The shadows look very crisp, if you could make those a lot softer it would match the lamp more.

praveenud (http://forums.cgsociety.org/member.php?u=239352) Welcome! That's a really nice scene! If there were any feedback about improving it, I'd say a lot of the scene has about the same tone, and maybe something to break it up a bit with either materials or lighting or both might add some variety and interest.

brianbriggs (http://forums.cgsociety.org/member.php?u=38913) - That's nice, the camera flash look is working well in the foreground. Maybe some of the hard-edged shadows in the background could be softened, and you could extend the lighting to show more of the downstairs hall?

nverdon (http://forums.cgsociety.org/member.php?u=191341) - Hey, that's a really nice scene! The back wall looks fleshy and organic, and I like the reserved way the hanging lamp is set against white. You might extend the wood floor to fill the frame, and maybe texture the blue surfaces of the side arches a bit, and add a little rim to the railing under the window?

Meteoro (http://forums.cgsociety.org/member.php?u=82914) - Better and better! It looks as if the stairwell is very bright down to a certain point, but then all that brightness just stops very abruptly and doesn't illuminate other nearby surfaces as much as it would. In terms of the lightbulb, I hadn't gotten that it was broken. Maybe you can make it softer and more dusty or frosted looking, and also rotate it so we see part of the inside and part of the outside?

-jeremy

herbertagudera
12-13-2006, 02:19 AM
its been a while since i contributed to the challenges. been busy with some projects..anyway, heres my share:

http://lh4.google.com/_-W0d6W4npkI/RX9iDGkQqnI/AAAAAAAAAAM/F8bb9mbV0CM/s1600/3.jpg

didnt work with the shaders..i got too excited lighting the scene...but i will. heres playing with colors

http://lh4.google.com/_-W0d6W4npkI/RX9nkGkQqoI/AAAAAAAAAAY/6ecFy0FAYk4/s1600/2.jpg

and then i thought of a sickly color

http://lh3.google.com/_-W0d6W4npkI/RX9oa2kQqpI/AAAAAAAAAAg/tzcLfjxGSho/s1600/1.jpg


then an idea pops into my mind..flash lights or "night mode" on point-and-shoot cameras.

i decided to go with the flashlights since its its somehow easier than the other.hehe



http://lh4.google.com/_-W0d6W4npkI/RX93JTLrF5I/AAAAAAAAAAo/Wssu933ni_w/s1600/v02_1.jpghttp://lh4.google.com/_-W0d6W4npkI/RX93JTLrF5I/AAAAAAAAAAo/Wssu933ni_w/s1600/v02_1.jpg

herbertagudera
12-13-2006, 04:00 AM
subscribe:)

Polyphemus
12-13-2006, 09:28 PM
Hi,

Here's my first attempt. I'm using 5 point lights and 2 spot lights. Only the wall has a basic texture, some objects are just lambert shaded with a colour, and the arches use the default shader.

http://img159.imageshack.us/img159/2027/challenge8clr2id7.jpg

All crits welcome,
- Poly

buggsy
12-14-2006, 02:52 AM
I seem to have a bit of a green theme happening here. Adjusted the archway textures and added some more area lights.

http://www.gooddesign.com.au/Haunted_hallway_2.jpg

Buggsy

jeremybirn
12-14-2006, 03:01 AM
herbertagudera - Looking forwards to your images!

Polyphemus - Good start! It looks like you have a lightbulb that appears bright on the surface, but doesn't illuminate what's around it, maybe you could help it reflect and illuminate more?

buggsy - Good start! It looks a bit diffusely lit, maybe better if it could be a bit darker in the cracks and corners and maybe gradate more from the window down to the interior?

-jeremy

sjmcc
12-14-2006, 04:12 AM
Wow! Some really good looking stuff so far. @nverdon I really like your image. Here is my first shot at this. I know the texturing is pretty sketchy but that is one of many areas where I have a serious lack of talent. Let me know what you think.

http://www.allcinema4me.com/cinema/lighting/hauntedhallway8.jpg

PDuff
12-14-2006, 05:33 AM
Great work from everyone. Here's my latest attempt. Thanks for the comment Jeremy. I darkened that back corner. Got some more texturing done. I'm not really sure how to make it less ambient. Maybe someone can give me some suggestions?http://pduff12787.googlepages.com/cg_post4.jpg

jeremybirn
12-14-2006, 12:01 PM
sjmcc - Nice work! The bulb doesn't really feel like it decays with distance like real light. I'd think if the walls were that bright, the reflector/shade would be brighter, the bulb itself brighter still?

Great work from everyone. Here's my latest attempt. Thanks for the comment Jeremy. I darkened that back corner. Got some more texturing done. I'm not really sure how to make it less ambient. Maybe someone can give me some suggestions?

To make a scene less ambient or less evenly lit, try to start with darkness and add just one light. Let's say you start with light from the lightbulb. Set up that light, with no other light in the scene, so everything else is black. Then, after you've tested that, add another light, such as bounce light from the area lit by the bulb, or moonlight through the window, and test that. You should be able to get light where there's a specific source motivating it, without flooding every surface uniformly (not that your scene is 100% uniform now of course, I'm not trying to insult the work you've done so far, just to suggest approaches to keeping all of your lights under control.)

If you go through your lights and hide all but 1 of them, and render them in isolation, you should be able to find which really look motivated vs. which don't seem to come from anywhere, or which don't give a good sense of directionality, or which need shadows or occlusion. Another vital check is to look through at each corner visible in the shot, and see if the two surfaces really look connected and consistently lit where the come together.

-jeremy

PDuff
12-15-2006, 03:25 AM
Thanks alot for the advice Jeremy.

I just came across a problem with the light linking in this scene. I imported the obj file into Maya 7, and light linking just isn't working. Anyone have any idea why this is?

sjmcc
12-15-2006, 04:08 AM
Did a little more tweaking on the lighting, taking your advice. Not sure if I really like the result that I have come up with so far, but here it is.

http://www.allcinema4me.com/cinema/lighting/hauntedhallway9.jpg

slatr
12-15-2006, 08:15 AM
My texturing is not right, but I wanted to get some color in there so I could try to work on the actual lighting.

@ Moosedog, your last update is my favorite. I really like the volumetrics, the darkened area under the stairwell and the wet floor. I would turn tail and run out of that place for sure.
http://i11.tinypic.com/40mbo79.jpg

praveenud
12-15-2006, 08:25 AM
This is the Final version I made after a bit of work in comp..I mean After effects with Default lighted pass & other passes like Occlusion,Luminance Depth,Specular & shadows. Comments & suggestions most welcome:)
http://img432.imageshack.us/img432/7672/hauntedhallwaybp9.jpg

jeremybirn
12-15-2006, 10:58 AM
Nice job, praveenud!

slatr - Good start. The composition with the part of the light at the top is distracting. Does the rim lighting on the window look out of place to you, just because there isn't light coming through the window or brightness visible outside?

sjmcc - That's looking good. Maybe a taller composition? A glow on the lightbulb?

I just came across a problem with the light linking in this scene. I imported the obj file into Maya 7, and light linking just isn't working. Anyone have any idea why this is?

I just imported the .obj into Maya 7 and light linking worked fine.

On another issue, don't forget to turn on "visible in reflections" for the imported surfaces. You can do this for all of them in the Attribute Spreadsheet.

-jeremy

Leotril
12-15-2006, 11:35 AM
Hey all.. great challenge
textures need some work.. im kinda happy with lightning for now .. is kinda dark ?
http://img290.imageshack.us/img290/2773/houseiz6.jpg

jeremybirn
12-15-2006, 02:28 PM
Leotril - That's nice. Dark is good (as long as you have selected detail well enough exposed to be defined clearly, nobody minds some dark regions.) The colors of light don't make complete sense to me: it looks as if white light is coming through the window. That white light looks white on the columns in the hallway, looks red on the floor, and doesn't hit the walls in between at all? (Or am I just easily confused? :rolleyes: )

-jeremy

jeremybirn
12-15-2006, 02:33 PM
After a few days with no images from me, I did another render.

This time I put the "hauntedness" into a separate pass (http://www.3drender.com/challenges/hauntedhallway/Test12_hauntpass.jpg), so I could dial up or down the amount of hauntedness in the comp. I made 0% haunted (http://www.3drender.com/challenges/hauntedhallway/Test12_hauntless.jpg) and 50% haunted (http://www.3drender.com/challenges/hauntedhallway/Test12_mediumhaunted.jpg) comps of the scene, and you can click the links to see those, but I'll just post the 100% haunted one because I like its simplicity:

http://www.3drender.com/challenges/hauntedhallway/Test12_haunted.jpg

-jeremy

herbertagudera
12-15-2006, 03:59 PM
jeremy- the haunt pass is awesome..could you post how you did that particular pass?

some features of the pass looks like the luminance depth pass preset of maya..hehe
just an observation..cause i'm already thinking what you could have possibly done to get that result.hehe

praveenud- awesome image..i like it

jorust
12-15-2006, 03:59 PM
That's excellent Mr.Birn.
I'm glad I'm not there...:D

I need to give this challenge a try.

Cuni
12-15-2006, 05:36 PM
Here's my try, with a dusty/foggy version:

3 ligths, no textures, maya/MR. Played a little bit with the volumetric dust, and the render took ages. Don't know if I used correctly the parti_volume shader.


Thanks

Cuni

http://img246.imageshack.us/img246/8747/haunteded2.jpg

slatr
12-15-2006, 08:17 PM
Cuni,that dust in the air is nice. Would you be willing to share how to do that?

Thanks,

Slatr

Leotril
12-15-2006, 08:31 PM
@jeremy.. thanks for the comments.. Im using GI but its not creating to much fill light also i got that white edge left to the window kinda light leaking ? i use 2 other lights to get some light in there one is an area light outside kinda white and the other is red in the light bulb both with raytrace shadows ok..

Im plannnig to add hdr image instead white simple GI to see how that changes also il try diferents light colors

bye

purpp
12-15-2006, 10:01 PM
my first try. still have to add textures and volumic
http://img226.imageshack.us/img226/1986/haunted1zn8.jpg

http://http://img226.imageshack.us/img226/1986/haunted1zn8.jpg

akwavox
12-15-2006, 10:45 PM
Hi all,
Here is an update.
I tryed to improved that GI quality, and i hope that it will be ok now with some dirt and colors, even if there is still some artefacts...
I hesitate between a black/white/red render, or a usual colorised one without the blood...

(no message against any religion in that pics)

http://www.akwavox.com/site/cglc1/jc-cglc8-3.jpg

jc

yencaray
12-16-2006, 12:25 AM
This is the Final version I made after a bit of work in comp..I mean After effects with Default lighted pass & other passes like Occlusion,Luminance Depth,Specular & shadows. Comments & suggestions most welcome:)
http://img432.imageshack.us/img432/7672/hauntedhallwaybp9.jpg


Good job with the textures. It feels very dirty and well gross! But i can see a little but to much brump mapping and it looks maybe to blurred? Talking specifically in the upper wall left and right to the redlight in terms of picture space. maybe try to sharpen it up a bit? get some more high frequency up there.
I like how you made it day outside which adds more to the feel of this! an unpleasent reminder of the beautiful safe world that lies outside...if you ever make it out again...

jeremybirn
12-16-2006, 11:54 AM
jeremy- the haunt pass is awesome..could you post how you did that particular pass?

some features of the pass looks like the luminance depth pass preset of maya..hehe
just an observation..cause i'm already thinking what you could have possibly done to get that result.hehe
My "haunted pass (http://www.3drender.com/challenges/hauntedhallway/Test12_hauntpass.jpg)" could really just be called an "ambient pass." It was a regular pass (no change to shaders, textures, render settings, etc.) lit by just 2 volume lights. They have default settings, except the front one (shown selected in white) is colored red, the back one is colored green, 'emit diffuse' and 'emit specular' are un-checked, and 'emit ambient' is turned on. So really they are just emitting colored ambient light within their respective spheres.
http://www.3drender.com/challenges/hauntedhallway/VolumeLights.jpg

(For people who don't use Maya, a "Volume Light" is just a light that takes on shapes such as spheres, cubes, or cylinders, and only lights objects within the volume it encloses. You can edit a gradient from center to edge for the brightness of the light within it. Maya users use Volume lights emitting ambient only when they want to make specific areas of the scene brighter or darker.)

-jeremy

jeremybirn
12-16-2006, 12:12 PM
Cuni - That's a nice scene! The fog is a little grainy but it looks good. I don't really like how light is leaking through the top of the lamp, maybe you could plug the hole in the top with that cylinder. The biggest lighting issue seems to be that it could use more shadowing or occlusion. Some areas like the corners where the columns meet the walls should have some of the light blocked more to look more solid and connected.

Leotril - I know what you mean, GI is often a waste of time and effort. I played with GI in my scene but decided not to use it.

purpp - Good start! The light from the lamp could use soft shadows or occlusion, some approach to make the corners get darker.

akwavox - That's a nice scene. Maybe that warm sunbeam hitting the floor should cause more bounce light, so the shadows or occlusion behind the cross and under the arch there wouldn't be quite as dark and colorless?

-jeremy

Cuni
12-16-2006, 03:58 PM
Cuni,that dust in the air is nice. Would you be willing to share how to do that?

Thanks,

Slatr

Sure!!.
I just put a cube filling the scene with a volume shader called parti_volume. If you use photons you may need the parti_volume_photon shader.
Played the game "try,tweak, try, tweak ... " with scatter and extinction values.

Good luck!!

Cuni

PS Oh, and read the help for the shader ;)

Cuni
12-16-2006, 04:16 PM
Cuni - That's a nice scene! The fog is a little grainy but it looks good. I don't really like how light is leaking through the top of the lamp, maybe you could plug the hole in the top with that cylinder. The biggest lighting issue seems to be that it could use more shadowing or occlusion. Some areas like the corners where the columns meet the walls should have some of the light blocked more to look more solid and connected.

-jeremy

Jeremy: Many many thanks for your help and advices. I'll try to get some occlusion wich will definetely improve the whole scene. But it'll be by next year because I'm already on vacations.

Have a good time and a better 2007!!

Cuni.

yogeshsherman
12-16-2006, 06:16 PM
Hi
Congratuations to all for their hard work and making this challenge such a success , till now after seeing almost all the entries I find one thing very strange that unlike all previous competitons this one lacks the new ideas ,i find everybody was working within a defined pattern laid by the original "Antifan image " may be I am wrong but i come to this conclusion b'coz everyone is tring to replicate the original though the theme is haunted hallway it lacks the spooky feeling ,to me it looks more like lonlines.
I specially want to know from jeremybirn b'coz of his exptional skills and knowledge in the field of lighting whether I am right if not why i am having such a feeling .

what is the most prominent part in a scene which makes it look haunting or gives it a spooky feeling.

what is it in lighting through which we can create such a feeling.
plz share your views as i think it also helps others .

mant3ra
12-16-2006, 07:43 PM
ok here is something from me...
with oout GI and textures....there is more work :)

and i just want to know am i on good way :)

here is is:

http://img20.imageshack.us/img20/480/untitledgq7.jpg

sjmcc
12-16-2006, 10:01 PM
Jeremy, I have a question if you don't mind? You suggested that I try making a taller composition. I was just curious as to why? So that I know what it is I am trying to accomplish in this particular scene and for future reference.

jeremybirn
12-16-2006, 10:50 PM
Jeremy, I have a question if you don't mind? You suggested that I try making a taller composition. I was just curious as to why? So that I know what it is I am trying to accomplish in this particular scene and for future reference.

What do you think? When there's something like that light resting right against the top edge of the frame, does it draw your eye and overpower the rest of the composition and make the image look a bit symmetrical and forced? To me it looks as if you could loosen up a bit and give some room above the light reflector instead of cropping right along its edge. But just zooming out could create too much monotonous black space at the sides, unless you did something else there, and just tilting up could crop the bottom awkwardly, so I suggested that you might want to try a taller aspect ratio, that could fit better with the scene and the areas you have lit in the scene.

-jeremy

Meteoro
12-17-2006, 01:01 AM
Another update, maybe final I'm not sure.

This challenge was a great learning experience for me.
Cinema 4D and Photoshop was used in this image.

I used:
- 1 spot light for the moon, with volumetrics.
- 1 spot light for reforcing the moon in the window
- 1 Omni light for upstairs
- 1 spot for debris
- 1 spot (very narrow) for lamp only.
- 1 rect area light for stairs
- 2 big area lights for some ambient light, one for each arc.
- 2 lights for the character shadow one with simple shadow and another one with a red outline shadow.

Only shadow maps was used and every light is configured with falloffs.
Glow was added for the upstairs light.

This render takes 1 min and 30 secs.

And additional AO pass (20 min rendertime) was used to composite in photoshop.

http://img219.imageshack.us/img219/6434/cgchall0803ox3.jpg

bmorcos
12-17-2006, 01:10 AM
Try No.2:rolleyes:
http://i132.photobucket.com/albums/q32/BsBs_4ever/Comp.jpg

jeremybirn
12-17-2006, 02:27 AM
Hi Yogesh -

First, on the issue of how you judge the works that are posted here, your feelings about whether other people were being creative or coming up with many new ideas are valid artistic judgements. Evaluating creativity in artwork is always a matter of opinion. Although, if you start out with an opinion even before you even see people's works, or you have attitudes towards a whole project from page one, that kind of feeling could cloud any artist's judgement. As an artist, I bet you could see these images differently if you set your mind to it. Imagine if you cleared your head and just looked through the whole thread, and for each image you tried to find one or two things that seemed to be interesting or unique or looked like good ideas. I bet if you did that you could find some ideas that were good enough that you'd wish you had thought of them, which is always my measure of what's a good idea or not.

On the issue of whether a scene looks "haunted" -- I used the name "haunted hallway" because I thought it was a catchy title for the challenge, that's all. There is no rule you have to take the title as a literal requirement. As I recall Gary Tonge's original concept art had a haunting, etherial feeling (although I saw it several months ago, I don't know if it's still on the web somewhere?) as does Dan Wade's rendering that I posted on the first page. The models certainly look like a good "haunted house" type set to me. If you wanted to develop a new render based on this scene, and wanted to make sure that it was haunted in a "spooky" or "creepy" sense, then perhaps a good place to start would be doing some research by renting DVDs that have scenes you thought looked really spooky and grabbing some frames to study as reference or use for inspiration on issues of lighting and color and contrast and shadows.

-jeremy

buggsy
12-17-2006, 04:08 AM
I hope this is not a taboo means of learning?

Jeremy suggested that some reference photo's be used to see how to light this sort of scene. Well I have been looking at all the renderings for this challenge and I really liked Blackravenskys interpretation of the lighting challenge so I set about to attempt to light my scene the same way. Please take it as a compliment!

In doing so I've had to learn how to achieve a certain lighting quality by critically analysing the lighting in the scene and then learn who to use the software to achieve the look. Please don't get me wrong, I don't beleive my attempt is not as good as Blackravenskys but it was I think a great reference. And by the way Blackravensky I like the vacantness of the room as I think it needs to feel cold, unfriendly, sparse, drab to give a scence of unwelcomeness.

Heres my latest attempt.
http://www.gooddesign.com.au/Haunted_hallway_3.jpg


Thanks for looking


Buggsy

MinaRagaie
12-17-2006, 08:10 AM
Hi Bassem,
I'd be the first one to comment on your second try... (Probably the last one your expecting online comments from... hehehehe)

things that grabbed my attention... (besides that we're both after the sunny non-Haunted look)
1- the sharp shadows on the stairs, if they are supposed to be shadow from the sky light entering through the window to the left, they need to be much softer, right now it seems to me that the sun is coming from 2 directions.
2- the wall below the stair landing, is almost black, if the floor beside it was getting that much illumination I'd expect a noticeable bounce on that wall (same goes for the back of the stair case and the sides of the columns, I'd expect a bounce from the wall)
3- the light leaking on the right wall below the stairs landing, (I guess your using a shadow map on the key light) try tweaking the bias

and one more thing......... quite happy to see you here :)

ashurao
12-17-2006, 10:49 AM
Hi all,
There is really beautiful works here, really frightening. waow!!!
I return with a different point of view but I am always in search of the lighting which maintains the mystery.
I use four lights, all with the activated enfeeblement. I do not use the global illumination because the bottom of the corridor is too much enlightened.
The main light is a square parallel spot with diffuse shadows activated.
To simulate the daylight, I used an area light, with area shadows.
The ceiling light is an omni with adaptive shadows and volumetric.
Finally an omni without shadow to increase the general luminosity.

http://emmanuel_robert.club.fr/test7er.jpg

http://emmanuel_robert.club.fr/test7.jpg

jojo1975
12-17-2006, 07:20 PM
Here's one of my last (i hope to have more time but quite satisfied with this)
Fixed "starship" light, tweaked rim lights, fixed bump, added glow (post photoshop), changed reflection value in materials, no glass in windows (I prefer this version)
thanks to Jeremy for the comments and hints. A lot of great work around there.
Comments are wellcome
Jojo
http://www.webalice.it/giorgio.luciano/CGTALK/L8Abduction4G.jpg

pioupiou
12-17-2006, 07:28 PM
Well, i think i'm in a wrong way.
it's not haunted, maybe i could try to turn off the sun light and add some volumetric lights.
http://crase.free.fr/lightingchallenge/lightchallenge8-07j.jpg

perham3d
12-17-2006, 09:21 PM
Heres my attempt. one ise sunlight and a few omnis to lighten up the dark areas a bit.used vray so its nufin special,anyone can get a good render outta vray!took 16 mins lol

im not too keen on the bright bit cus it just looks like a plane or sumin but i cant re-render the scene cus i accidently saved the scene in the windows temp directory so when i shut my computer down it cleared the temp folder :( o,well.i might just have to do another one!

http://img.photobucket.com/albums/v713/cab900/ROOM.jpg

p.s. if i could id re-render with more aa.there is a few jaggys and i hate jaggys!

tomahawkee
12-17-2006, 11:31 PM
Here is mine. I only put a high luminant material in a sky above the scene and rendered it with radiosity then went to photoshop to highlight the darker parts of the image...That's only a test at this point, i'll try with textures as soon as possible...

http://img73.imageshack.us/img73/8573/lighttest2rs8.jpg

jeremybirn
12-18-2006, 01:41 AM
mant3ra - Welcome! That's a good start. Maybe the candle light could be warmer and less green and the other fill light might be brought down or occluded a bit?

Meteoro - Looking good! Maybe you could fix-up the tones in the upper part of the image: the brightest tone is used in that square above the light and to the top. If you brought that square down so it blends in with the wall behind it, then you could bring the lightbulb up to about the same brightness level the square is now, that would make the bulb look more reflective.

BsBs - Looking good! Maybe some extra cubes or something would help fix the light leaks?

buggsy - When I suggest finding reference of course I mean going out and trying to bring something new to the project. In every challenge, once someone posts something original or something that works well, there are always several others who seem to make something similar, though, that's a fact of life. I appreciate the honesty of someone who admits this isn't always a coincidence. Anyway, on to the image: it looks good, it could use more contrast with some dark tones, maybe some occlusion, and the lamp cord looks like it is floating.

ashurao - Welcome! That's a good start. Some areas, especially the left wall, look very evenly lit. See if you can replace the flat tones with gradients that move from light to dark. Maybe some light isn't casting shadows, or you need occlusion?

jojo1975 - Looking good!

pioupiou - That's nice. Maybe some other dark areas could be added, so you don't need that screen-right surface to be the main dark tone?

perham3d - Sorry to hear you'll have to start over, but I guess practice is a good thing!

tomahawkee - Welcome! It looks like your first test has some nasty light leaks and artifacts, but I trust you are working on those.

-jeremy

jeremybirn
12-18-2006, 01:42 AM
Another test from me, this time trying a "stained glass" look, like in a church basement:

http://www.3drender.com/challenges/hauntedhallway/StainedGlassTest1.jpg

-jeremy

KahlanAmnell
12-18-2006, 03:00 AM
Jeremy, Amazing idea about using the stained glass.

It looks awsome. I look up to your creativity

neonbulbs
12-18-2006, 03:55 AM
Hi to all of you guys! As usual lots of great works from all of you. This is my first try with this challenge, just a quick setup with some lights and no textures yet.

http://www.geocities.com/neonbulbs/HauntedHallway_WIP01.jpg

purpp
12-18-2006, 11:57 AM
here is my update. Added Occulsion shadowing as suggested by jeremy. Added volumic pass.
Moving on with texturing. Comments are welcome.
Thanks

http://img363.imageshack.us/img363/3217/haunted2px1.jpg

herbertagudera
12-18-2006, 12:59 PM
My "haunted pass (http://www.3drender.com/challenges/hauntedhallway/Test12_hauntpass.jpg)" could really just be called an "ambient pass." It was a regular pass (no change to shaders, textures, render settings, etc.) lit by just 2 volume lights. They have default settings, except the front one (shown selected in white) is colored red, the back one is colored green, 'emit diffuse' and 'emit specular' are un-checked, and 'emit ambient' is turned on. So really they are just emitting colored ambient light within their respective spheres.

...

-jeremy


thanks jeremy...i never really used volume lights in lighting any of my scenes. anyway about the challenge...i'll post an update as soon as i got the chance to texture and relit the scene. hopefully before the week end i already have an update..just finished workin on a film project..anyway great images guys..

pioupiou- love those textures.

MinaRagaie
12-18-2006, 03:56 PM
Still addicted to colors Jeremy??
Very Inspiring...
Looks fantastic, except for the cross, the horizontal plank would've felt more natural if it wasn't rotated so perfectly at a 90 degree (just a thought, it could also use some nails to feel more attached to the other plank)

the shadow of the cross is too dark IMO.
BTW: I never thanked you for answering my question about shading and lighting in production, hope it's not too late.


I'm way late on my try on this challenege, I really gotta work on my "speed", my last post was on page 9 and it had almost nth new from the post before it.

youarefood_04
12-19-2006, 07:20 AM
http://img142.imageshack.us/img142/4756/hallgradeaa7.jpg (http://imageshack.us)


haven't done a challenge before! so thought i'd join in :-)
just an hour of playin in c4d and some post in aftereffects.

:-)

jeremybirn
12-19-2006, 07:24 AM
Thanks for the comments. I'll try to get 1 more version of my room out before I leave for my vacation. I hope.

neonbulbs - Good start! Keep going!

purpp - Looking forwards to seeing those textures! The shadow on the back wall looks kindof unmotivated, maybe something that looked more like it could have come from the hanging lamp would be more believable?

-jeremy

praveenud
12-19-2006, 08:13 AM
Thanks Jeremy..Thanks a lot..with every lighting challenge I get better. Truly inspiring to have something like this online. check the breakdown of my composite http://img204.imageshack.us/my.php?image=hauntedhallwaybreakdownxj4.jpgThis is the Final version I made after a bit of work in comp..I mean After effects with Default lighted pass & other passes like Occlusion,Luminance Depth,Specular & shadows. Comments & suggestions most welcome:)
http://img432.imageshack.us/img432/7672/hauntedhallwaybp9.jpg

JCBug
12-19-2006, 03:08 PM
Wooh, Jeremy, what a light, I love it,
it's very difficult to put successfully all colors
in a unique picture, It's amazing !

Meteoro
12-19-2006, 06:36 PM
Thanks Jeremy as usual.

Here is another update. I have some problem with the gamma. In my laptop the image looks more illum than on crt monitors. So I level up a bit the intensity of the shadow light.

http://img145.imageshack.us/img145/2958/cgchall0804fullim7.jpg

herbertagudera
12-20-2006, 07:00 AM
so heres my update..still too lazy to texture the whole scene..anyway..added some fog and tried incorporating jeremy's "haunted pass".. not to visible though..still got some more tweaking to do..hehe

http://bp3.blogger.com/_-W0d6W4npkI/RYjssySys_I/AAAAAAAAAA0/It55AteYD-4/s320/v02_3_00000.png (http://bp3.blogger.com/_-W0d6W4npkI/RYjssySys_I/AAAAAAAAAA0/It55AteYD-4/s1600-h/v02_3_00000.png)
click for larger version

PDuff
12-20-2006, 07:46 AM
herbertagudera, that image reminds me of photos taken off the Titanic at the bottom of the ocean. Really cool looking.

GingerDave
12-20-2006, 10:42 AM
Here is my first attempt - good scene btw

Ive used mental ray and 3ds, the top area is too dark and that is supposed to be the moon outside, i think i need to use that as a more prominent light source.

MinaRagaie
12-20-2006, 04:44 PM
I posted this first in the Maya section...
But after a second thought... it might fit here better...
Basically, I've prepared 15 different textures each containing a single wooden plank...
I intended to randomize them on the wooden planks of the floor - which I've made separate objects - using some MEL and a Ramp and a Single Shading switch Node


I need to randomize the "inSingle" attribute of a single shading switch that got 200+ objects connected to it (inShape)

I know it's quite a popular use of it... I found a script that does that, but it didn't work for me...
-I tried to type in values but it seems to just accept connections!!
-I tried making a locator with custom attributes so that I'd connect them and randomize the attributes of the locator, but that required more scripting <<<< Dumb Idea, needs a script that makes the 200+ custom attributes and connects them to the 200+ "inSingle" then randomizes the first........ daaaaaaaah:D

hereís the script that I've been using, it executes with the switch selected... (But it gave me no results)... any suggestions???:love:

Edit: sorry forgot to paste in the script

$switch = 'ls -sl;
for ($i = 0; $i < 300 ; $i++) setAttr ($switch[0] + ".input[" + $i + "].inSingle") (rand(1));


and here's a screen Grab of what I'm trying to do:
http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/Untitled-1.jpg
(the textures are connected to a placment node of course)

so... anyone knows whats wrong with the script, or Y the "inSingle" attributes are not allowing me to type in numbers???
or how can I get the same result differently???

I can try to randomize the textures by hand... but my point here is learning how to automate it :)

-Mina

Jartain
12-20-2006, 04:59 PM
Here is a quick and dirty render i did with mental ray. I need to work on the textures and add a few more lights. I will have to work on it some more tonight.

Blackravensky
12-20-2006, 05:23 PM
Meteoro - I think your image right now has too much contrast for the amount of light in the scene, the back wall is very brightly lit, but there it doesnt appear to be illuminating anything else. Maybe add some global illumination and decrease the intensity of the light on that back wall?

herbertagudera - Cool Idea, some texturing will make that look really good. With night vision, The window would be illuminated because of outdoor light, unless you dont want the window, in which case nevermind :)

Gingerdave - I agree that you should use the moon as a more prominent light source, depending of course on how you want your scene to look.

MinaRagaie - No help with the script, but sometimes less is more and simpler is better :) (I for one am not MEL inclined, so I am probably a tad bias) good luck!

Here is my latest render, scrapped the lightbulb and went with a chandelier. I am currently in the process of adding more randomness to the textures. C&C welcome.
http://img.photobucket.com/albums/v202/blackravensky/Hauntedhallwayrender3.jpg

jeremybirn
12-20-2006, 05:42 PM
MinaRagaie (http://forums.cgsociety.org/member.php?u=243969) -

Wouldn't you be using a tripleswitch, not a single switch, if you're passing color values??? (Or if you're not trying to connect the textures through the switch but to use it to give values to a ramp, why is that?)

-jeremy

MinaRagaie
12-20-2006, 08:32 PM
MinaRagaie - No help with the script, but sometimes less is more and simpler is better :) (I for one am not MEL inclined, so I am probably a tad bias) good luck!

Blackravensky-
I'm not mel inclined too, and I agree "Less is More"... yet, the point of my question is more about learning the technique, I'm a new Maya user, not yet sure what's the shortest way around every problem!! Good luck for you too, Nice Image.

Jeremy -
there's a point of using a single switch, that I forgot to point out...
I'm trying a technique that someone showed me years ago using "Maya 4", the basic Idea is being able to randomize the texture in a controllable way...
it works by connecting a single shading switch to a Vcoord of a ramp with the interpolation of the ramp set to "none"

http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/ramp.jpg
then the script is used to randomize the " inSingle" attribute between 0 and 1 -"inSingle" is for some reason only accepting connections in Maya 8

the last step is moving the colors of the ramp around to control which color appears more often... for example the ramp above will have more Green colored objects than Red and more Red than Blue.

Randomizing the texture by connecting a different texture to every object through a triple shading switch might be a little bit tedious in this scene- but in some other scenario the number of objects might not allow doing that manually

jeremybirn
12-21-2006, 01:33 AM
http://img142.imageshack.us/img142/4756/hallgradeaa7.jpg (http://imageshack.us)


haven't done a challenge before! so thought i'd join in :-)
just an hour of playin in c4d and some post in aftereffects.

:-)

Welcome! That's a really nice render, very dramatic.

-jeremy

jeremybirn
12-21-2006, 01:42 AM
Meteoro (http://forums.cgsociety.org/member.php?u=82914) - A good fix for color balance issues is to find some reference images you like the colors and tones in, and bring them with you as you move between computers, so you are always lighting relative to those tones. I'm not really feeling any bounce from that bright back wall, I'd think it would be spilling some light down the stairs and onto the left wall. In fact, with that much warm light in the hallway, it looks out of place to have that blue light spilling onto the floor, where really I'd expect to see light from that bright area above it.

herbertagudera - Volume lights are fun, eh?

Blackravensky - Nice scene. Think about how to bring out that chandelier more. Maybe instead of just having it be dark on dark, you could move the camera so you see it in front of the window, or move the camera so that you see the chandelier in front of a brighter area of the ceiling. Either that, or light the chandelier more, with bright candles and kicks and rims to really make it stand out against the dark. One way or another, it could be an interesting focal point for your scene.

-jeremy

sjmcc
12-21-2006, 04:49 AM
Jeremy, sorry for taking so long but thank you for the explanation. It is appreciated. Taking you advice I tried several different compositions and in the end settled on this one at least for now. Have some more ideas for this but we will see if I can make them work. Great work by everyone so far.

http://www.allcinema4me.com/cinema/lighting/hauntedhallway10.jpg

R-E-L
12-21-2006, 08:37 AM
hello all! :) this is my very first post and my first attempt at the lighting challenge. there's some awesome lighting work here and i look forward to getting some useful feedback from all you great artists! i'll be tackling the previous challenges here shortly, but this is what i have so far for this hallway challenge...
http://features.cgsociety.org/gallerycrits/259104/259104_1166693616_large.jpg

C&C's would be greatly appreciated! thanks!
-ariel

jeremybirn
12-21-2006, 11:04 AM
Another stained glass test:

http://www.3drender.com/challenges/hauntedhallway/StainedGlassTest2.jpg

I'm going on vacation today! This was rendered while packing. No new images from me while I'm in Florida!

-jeremy

jeremybirn
12-21-2006, 11:38 AM
sjmcc - Looks good, keep going with those ideas you mentioned and make a center of interest in your image.

R-E-L - Welcome! You image looks good, maybe the foreground especially the right side is a little too hard and flat, some vignetting (making the image darker near the edges) might help, and maybe some barrel distortion to help the straightness of the lines that are seen at such a wide angle?

Everybody - Please help out by giving other people lots of feedback, especially while some of the regulars here are travelling! People who post here like to hear opinions about their work, and that includes your opinion!

-jeremy

Liumiao19820823
12-21-2006, 11:55 AM
Hey... Everyone and jeremy.. First of all, wish jeremy has a nice vacation. This is my first lighting test.. Pure lighting... Working on texturing right now. No GI.. Any C&C welcome...



http://img72.imageshack.us/img72/9017/peellightingri7.jpg (http://imageshack.us)http://imageshack.us%5D%5Bimg=http://img326.imageshack.us/img326/3972/peellightingwi3.jpg

GingerDave
12-21-2006, 03:32 PM
Liumiao19820823 thats real nice, i like the gloom at the end of the room, the real scary stuff is the stuff you cant make out properly, kindof like the render by sjmcc (which is very good btw)

I decided on a slightly similar idea to sjmc, trying to mix a warm foreground colour and a cold background colour up the stairs. so far ive only had a moderate amount of sucess.

Btw how does everyone start out with a scene? do you throw colour around with wanton abandon, or do you just start with light itensity and go from there?

JCBug
12-21-2006, 08:52 PM
Hello everyone,
I've seen a lot of great pictures !
I had a lot of work, but I tried this challenge
because I love Jeremy's work and his comments !!!
This is my attempt. There is a lot of lights
cause I don't use GI, so it's a little picture,
made with little time... I love lights !
(Jeremy, do you remember the broken bottle ?)

http://www.arctique.fr/production/Hall-03-JCB.jpg

sjmcc
12-21-2006, 09:10 PM
GingerDave, I don't know how everyone else goes about it and I am far from an expert. I start by deciding what the sources of light in the scene are going to be and then just sort of take it from there. In mine I started with the lighting that would be coming from the windows and upstairs and worked on those until I liked what I had. Then I started working on the light coming from the overhead light. As far as colors, for me, I let the light sources decide that as a starting point.

JCBug, I like that. The first two things I noticed were the light shining through the whole in the top of the shade for the overhead light. Also as bright as the lighting is it seems like there would be more bounce lighting hitting the ceiling.

R-E-L
12-21-2006, 10:59 PM
jeremy - thanks for the input. i will try out ur suggestions and update my image shortly. thanks!

Liumiao19820823 - good start. i really like the amount of bounce and fill that you've incorporated in the area closest to the camera. the only comment i would have is that the hotspot immediately to the right of the lower stairs would seem to cause some bounce and illuminate that dark area right underneath the staircase on the right.

GingerDave - i too am far from an expert, but as far as starting a scene, personally i like to play with the intensities as well as the color of the lights since adding color to the lights will effectively change the preceived intensity of the source. and then once i'm happy with the intesities and colors of my key(s) and make sure my shadows are falling in the correct places, then i begin setting up my bounce and fills.

JCBug - great image! as far as i can see, i agree with sjmcc that the ceiling could use a bit more bounce. also, i think that maybe with such an intense white light coming thru the windows that we would expect to see a bit more of that white light bouncing around or instead maybe take the intensity of the light coming thru window down a bit cuz overall, i do like the feel of that image.

JCBug
12-22-2006, 10:29 AM
Thanks, sjmcc and R-E-L for your comments !
I've tried to done a better one,
always without GI...
If the trees are growing in this hall since a long time,
it's strange to find electricity... ;-)

http://www.arctique.fr/production/Hall-07-JCB.jpg

frame13
12-22-2006, 08:49 PM
Greetings all, new here, first challenge and first post.

Here's the beginning of my humble attempt at this. Very few textures and I'll be doing more atmospherics as well, but I wanted to start getting feedback early.
Critiques welcome

http://www.fps13.com/VSFX_MFA/lightingChallenges/HH_01_30.jpg

For what my input is worth, here goes:

JCBug: This is outstanding! Love the added bounce light detail on the ceiling. Only crits would be to improve the way the boards are broken at the base of the tree. They would be more gently pushed through with more boards kind of lifted around the base. Nice broken bottle, btw.

R-E-L: Great detail on the textures. I really like how it has a monochrome feel with a hint of color on the stairs. Nice subtlety there.

praveenud: Wow! I'm going to be doing a composite for mine as well. It's nice to see how others tackle the same challenge. Excellent realism. And I like the bit of red on the lamp. I'm a sucker for those little splashes of color.

that is all for now . . .

bmorcos
12-23-2006, 02:02 PM
Hi All ,

Thanks a lot for all the encouragement . I'm working on Try4 :rolleyes:

http://i132.photobucket.com/albums/q32/BsBs_4ever/Try_3.jpg

thx

reside
12-23-2006, 04:47 PM
Hi all! I'm new here
This is my post for this lighting challenge. C&C are very much welcome! Thank you


http://img185.imageshack.us/img185/5854/mysticalleyxy2.jpg (http://imageshack.us)

BlumenKohl
12-23-2006, 07:15 PM
Did a little quicky in about 25 mins + 7 minutes render time.

I don't think I got a haunted look. It's quite challenging. But ah well...

http://img105.imageshack.us/img105/9384/hauntedpx2.jpg

akwavox
12-23-2006, 10:15 PM
Here is a first texturing test.
I worked on lights too, adding some bouncing lights, and improve the radiosity.
Hard to work on colors cause' I would like to keep safe that "cold and livid feeling"...
I will test different options i think... :-)

Feel free to critics! ;-)

http://www.akwavox.com/site/cglc1/jc-cglc8-5.jpg

JCBug ->
wow, great feeling, i love it!
How about to add a bit of blu color in shadows?
And why not adding some large and subtle map in the diffusion canal of walls and floor?
Just suggest... ;-)
Realy nice work ideed, congrat!!!

youarefood_04 ->
Great feeling here!
And realy nice cam angle too.

akwavox
12-24-2006, 03:08 PM
A colder version, playing with the multi-pass render in Photoshop.
I will try to improve textures now...

http://www.akwavox.com/site/cglc1/jc-cglc8-6.jpg

herbertagudera
12-26-2006, 11:22 AM
herbertagudera, that image reminds me of photos taken off the Titanic at the bottom of the ocean. Really cool looking.

thanks patrick!..thats a great idea..i might just try that one out..


herbertagudera - Cool Idea, some texturing will make that look really good. With night vision, The window would be illuminated because of outdoor light, unless you dont want the window, in which case nevermind :)

Thanks Anthony! i intentionally didnt turn on the light coming from the window. i want it to be really dark inside.with only the illumination coming from the camera or flashlight.hehe..cool image you got there..


herbertagudera - Volume lights are fun, eh?

it sure is..i'd be using that light quite more often from now on. thanks!



i'm on vacation right now. i just needed to check the challenge..so yea no renders from me too..hopefully when i get back at work, i could finish texturing the scene. and adding more particles and volume in to it..anyway...


good luck guys! have fun during the holidays!

jacquess
12-28-2006, 09:50 AM
i made quite simmilar scene about a year ago, inspired by gary tonge's - the room picture, because i really like the atmosphere... link (http://jacquess.cgsociety.org/gallery/332112/)
http://features.cgsociety.org/gallerycrits/172430/172430_1142963500_submedium.jpg
really cool scene for lighting challenge :thumbsup:

jojo1975
12-28-2006, 10:58 AM
@ JCBug, really good work, love the mood of the scene and overall toning. I would have put a little less reflection on the right wall overall great image :)

yencaray
12-29-2006, 12:18 AM
A colder version, playing with the multi-pass render in Photoshop.
I will try to improve textures now...

http://www.akwavox.com/site/cglc/jc-cglc8-6.jpg
Nice job and good lighting. Hope you didn't already get this. The first thing that jumped out at was the texture along the cementbase of the stairs I like it but maybe theres to much bumb mapping? and i think the scale might be too big.
Nice job on the marble and wall on the left of the image!

yencaray
12-29-2006, 12:23 AM
Did a little quicky in about 25 mins + 7 minutes render time.

I don't think I got a haunted look. It's quite challenging. But ah well...

http://img105.imageshack.us/img105/9384/hauntedpx2.jpg
No you pulled of the haunted look in my opinion. It's got the mood! one thing i like about it is the textures on the wall though very veiny. I dunno what you were trying to achieve but it looks kind of more of a wall paper then peeling walls but that thought only matters on what you were trying to achieve. The hot spot on the floor seems to hot for the lighting in the scene too. but again i like the walls

andreagenor
12-29-2006, 02:33 AM
Hi, this is my scene.
I use xsi with mr.
No Gi or FG, only three pass, color, occlusion and volume light.
Compositing: fusion

http://www.andreagenor.com/preview/casaFinal.mov


http://www.andreagenor.com/preview/casaFinal.jpg

floze
12-29-2006, 03:04 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!

petacgtalk
12-29-2006, 04:05 PM
This one is great and mine looks pretty primative compared.... but you got to start somewhere I guess..

Where do I post an image of my own.

Do I just stick it in this reply? A s aJPG? Size etc... I did not see any adive in the rules on this?

Thanks

Peter

akwavox
12-29-2006, 10:36 PM
Thank you for your comment and critics yencaray!

I have repaired that wall texture now, and tryed by the way to improved that render/lights/shaders...
Feel free to comment, and critics. ;-)
http://www.akwavox.com/site/cglc1/jc-cglc8-8.jpg

I think that I will work on the same point of view, but by night in a room full of fog... just an idea of another composition, and another feeling... I will try !!


Floze -> nice lightning, and i love all the details everywere (mud on the floor, vegetation on the window, ...) well done !
i'm a bit disapointed by the choice of lights (even if i think that it's a really great render). That one under the stair is realy heavy (as a hot sunny day) but it seems to be the night outside. And you choose to put one more light on the first floor... I think that your "multi-lightning" is hard to "understand" quickly.
Why not put this one off, working with blue light of the moon, and improved that light under the stairs with less intensity, and a bit of volumetrics?
The brick wall is really great too... but how about to "break it" with another shaders on columns?
That floor is perfect for me !!!
Just my point of view, nothing else, but i hope it will help you.

Andrť Agenor -> realy clean render, is it with Maxwell?
You should focus on that second columns i think, to improve the dephtwith a front DOF.
I think you should improve that cam angle too, to find something more "frightening".
(the cam closer to the floor, or with a lil rotation, ???)
Another time, just my point of view, nothing else!!! :-)

floze
12-29-2006, 10:58 PM
Floze -> nice lightning, and i love all the details everywere (mud on the floor, vegetation on the window, ...) well done !
i'm a bit disapointed by the choice of lights (even if i think that it's a really great render). That one under the stair is realy heavy (as a hot sunny day) but it seems to be the night outside. And you choose to put one more light on the first floor... I think that your "multi-lightning" is hard to "understand" quickly.
Thank you for the critics! Fortunately I dont have to explain every single light, as it might get illogic.. I wanted to create a certain unnatural though still half-way realistic basement feeling, there is actually light coming out of the floor for example.

Why not put this one off, working with blue light of the moon, and improved that light under the stairs with less intensity, and a bit of volumetrics?
..to make it look like most of the other (mostly great!) renderings here? ;)
Everyone has a certain idea about that 'haunted hallway', I wanted it to be a bit different.

The brick wall is really great too... but how about to "break it" with another shaders on columns?
That floor is perfect for me !!!
Just my point of view, nothing else, but i hope it will help you.

Thanks! Eventually I'll give it another shot!

jeremybirn
12-30-2006, 01:05 AM
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?

floze - That's a great start (I guess we expect great things from you) Some parts of it look a little flat, especially the left third of the image and the floor, maybe some more kicks of light to establish directionality or some highlights and shadows...?

Andrť Agenor - Looking good! The foreground colums look a little flat, maybe they could go darker? And maybe we should see something out of the left window, if the right one is so bright?

jacquess - That's great! Maybe the light bulb could get a little more reflection or rim light, and there could be some rim on parts of the stairwell to bring it out?

BlumenKohl - That's a great start. Probably you could work more on the textures for surefaces like the arches/columns but green light is always good for a haunted look, and if you could get the shadowing or occlusion for all of the lights I think the shading on the walls around the edges of the arches could get better.

reside - Good start! Maybe there is some light that doesn't cast shadows?

BsBs - Looking good!

frame13 - Keep going! Inthe dark some areas don't really read yet, and for light areas sources like the lightbulb could go brighter.

JCBug -That's great! The window is basically working, although the round flare around it could probably be brought down while the glow around it could go up. The hanging lamp doesn't look like much of a light source yet, maybe the bulb needs to brighter if it is supposed to be turned on?

Liumiao19820823 - Good start. Keep going!

-jeremy

jeremybirn
12-30-2006, 09:25 AM
Another "stained glass" one from me:

http://www.3drender.com/challenges/hauntedhallway/StainedGlassTest3.jpg

[edit:] And now with some parti_volume fog, to make it extra cheesy:

http://www.3drender.com/challenges/hauntedhallway/StainedGlassTest4.jpg

-jeremy

Meteoro
12-30-2006, 11:58 AM
Where do I post an image of my own.

Do I just stick it in this reply? A s aJPG? Size etc... I did not see any adive in the rules on this?


Hi Peter.
Yes, you can attach the image to your post, look the icon insert image in the top bar when editing your post.

You can use www.imageshack.us (http://www.imageshack.us) to upload your image and use the direct link that this site gives you when your done.

JPG is the preferred format and about size use the images already posted as a guide, right click on the images and choose properties to see how big are.

Cheer.

jeremybirn
12-30-2006, 08:18 PM
I just got tired of colorful renders and did one with line thickness varying instead of tone... this test is done in MR, with the brightness from a Lambert shader and MR Occlusion Texture driving the thickness of lines in a Maya cloth texture on everything.

http://www.3drender.com/challenges/hauntedhallway/LineTest1.jpg

-jeremy

petacgtalk
01-01-2007, 03:24 PM
Love all the images... I just want to add one but don't know how so I will try this...

link to image shack

If I knew how to put it in the body like you all do I would... any tips... is it osmething to do with tags?

Thanks all for the inspiration...

Peter

http://img131.imageshack.us/img131/8203/sendthisonemaybevx7.jpg

jeremybirn
01-01-2007, 05:52 PM
petacgtalk -

Welcome, and nice job! Maybe the light from the rear windows could be made more convincing if it didn't reach all the way under the stair landing, and looked more as if it could have come through the rear windows?

-jeremy

petacgtalk
01-01-2007, 09:41 PM
Will give that a shot. Thanks also for deleting the duplicate image

Here is another with a different lighting scheme.

A little more internal light.... this is a great scene to learn on thanks so much for creating it

Peter


http://img333.imageshack.us/img333/624/sendthisonetoozl3.jpg

frame13
01-01-2007, 11:34 PM
Latest update. Working with render layers now

http://www.fps13.com/VSFX_MFA/lightingChallenges/hauntedHallway_001.jpg

It's getting close to what I want, but could use some crits.

thx

Matt Grdinic
01-02-2007, 04:25 AM
http://www.grdms.com/is/test_1.jpg
Quick Render with mentalRay and Maya 6.5
Texture work was obviously done very quickly, but hey, it's a quick job : )

jeremybirn
01-02-2007, 06:20 AM
Matt - Great start! Looks like you've got some serious light leaks, see if you can figure out why light is leaking around the arches and under the stairs like that. Is it the shadow bias of dmap shadows? Or you just need some blocker geometry to help soft shadows start sooner?

petacgtalk - There's some random light in that scene that is missing its shadows or occlusion, and doesn't really seem to be motivated. See if you can hide all your lights and test-render with just one light visible at a time until you can chase down what doesn't belong.

-jeremy

neonbulbs
01-02-2007, 06:31 AM
@matt grdinic: great work for for quick job man :) . By the way, i think there are some lights leaking through the corners of the arches, so maybe you can fix those up because the corner of arche should be much more darker due to low lighting scheme. But again it's a good work keep it up man.

@jeremy : wow jeremy i like the church look very much. can you explain the process on how you can make the volumetric lights color to match the stain glass color?

cheers

frame13
01-02-2007, 06:37 AM
I hope this doesn't double post. Didn't post first try.

Here's the updated version using render layers, comped in Shake. Not quite happy with it yet, but looking for some crits to see where to go from here. Maybe too dark still?

http://www.fps13.com/VSFX_MFA/lightingChallenges/hauntedHallway_001.jpg

jeremybirn
01-02-2007, 06:42 AM
frame13 - That's a nice scene. I don't think it's "too dark" but it might benefit from more contrast. If you could choose a few areas, like parts near the light bulb, to make brighter, and let some other areas fade away so they moved into blackness, that could help make it more dramatic instead of having too much of the same level of dark gray.

can you explain the process on how you can make the volumetric lights color to match the stain glass color?
The light is white. When it shines throught a plane transparency mapped with the stained glass texture, it gets the color of the stained glass. The entire scene is in a big cube with the parti_volume shader assigned to it, which makes fog everywhere. (related tutorial (http://visservices.sdsc.edu/projects/cprender/volumelighting.html) .)

I actually had trouble with the parti_volume look, it seems to require that you use a light with the physical_light light shader, which doesn't match the area lights I had been using for the other passes, so I ended up with volumetric lighting that was more hard-edged and didn't exactly align with the colors I was projecting into the scene.

-jeremy

jojo1975
01-02-2007, 09:03 AM
@ petaCGTALK wonderful image. The yellow toning really make the image spot.
@ floze great wall textures, if the graffiti was not present the image looked relaxing ;) and warm

petacgtalk
01-02-2007, 02:16 PM
Yes I was trying to get away from dark and forboding.

I noticed the light leaking in and will check out where its coming from.
Whats interesting is that there are two outside light sources and just the lamp and thats lighting the scene (unless I have some default lighting left in there that I forgot)

Will look around....

These challenges are great they really make you involve yourself in the scene.... too bad we have day jobs
Peter

frame13
01-02-2007, 05:36 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.

Matt Grdinic
01-03-2007, 02:23 AM
Thanks for the feedback! My light bleed was fixed by turning on Final Gather. I usually wait to go for the 1-2 GI and FG punch until last, as this render took over 45 minutes, compared to the 16 minutes for the non-fg one.

Other than that, everything's the same compared to the old one, except I fixed some UV mapping on the walls and floor.

Good challenge!



http://www.grdms.com/is/test3.jpg