PDA

View Full Version : Lighting Challenge #15: Film Noir


Pages : [1] 2

jeremybirn
05-17-2008, 12:05 AM
This is an old challenge now, this thread is archived. If you scroll down to the Challenge #15 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.

The challenge here is to render this scene in a Film Noir style, making it look like a frame from a film shot around the 1940s or 1950s.


Most Film Noir (http://en.wikipedia.org/wiki/Film_noir) is black and white, although this is not mandatory. Film Noir is not just about rendering stylish, dark images, but also making images that are evocative of dark moods and dark events.


The gallery of entries is now on-line:

Click here to see the gallery. (http://www.3drender.com/challenges/film_noir/index.htm)


http://www.3drender.com/challenges/film_noir/images/uday_kadkade_30.jpg

This challenge is completed, but you can still download this scene files and try lighting it yourself:

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

This scene was modeled by Greg Sandor. Please credit him for his work if you use images of this scene on your webpage or showreel.

-jeremy

chickenkts
05-17-2008, 01:59 AM
Great challenge.... Good luck everyone :beer:

jeremybirn
05-17-2008, 02:07 AM
A note about file formats: We need more file formats supported.

Giorgio Luciano (jojo1975) has volunteered to make a 3D Studio Max version. We need vokunteers to make versions Softimage XSI, Lightwave, Cinema 4D, Blender, any other programs that are popular. Just PM me if you can do this, and I'll host the version you make.

Even if a program can import some of the file formats that are already available for download, often a native-format version helps draw-in more participants who have that brand of software, and that provides a chance to organize or group the objects better than the way they are imported.

-jeremy

devank
05-17-2008, 03:19 AM
Cool Challenge!, Looking forward to get started on that as soon as break kicks in , in a few days.

FeD
05-17-2008, 02:38 PM
wout ! film noir style , very good idea ! i have to download that one, thank you Jeremy for the challenge, & Greg Sandor for the scene.

guivAg
05-17-2008, 03:34 PM
great !!! good luck everyone..

Buhby
05-17-2008, 08:44 PM
looking forward to this challenge.

Ladies and Gentlemen, start your render engines!

lotaH
05-18-2008, 12:13 AM
A note about file formats: We need more file formats supported.

Giorgio Luciano (jojo1975) has volunteered to make a 3D Studio Max version. We need vokunteers to make versions Softimage XSI, Lightwave, Cinema 4D, Blender, any other programs that are popular. Just PM me if you can do this, and I'll host the version you make.

Even if a program can import some of the file formats that are already available for download, often a native-format version helps draw-in more participants who have that brand of software, and that provides a chance to organize or group the objects better than the way they are imported.

-jeremy

Hi Jeremy,

I import in Blender, here: http://www.4shared.com/account/file/47984789/3c401b76/FilmNoirChallenge_blend.html

Are all here, i hope :shrug:

tks

burgess3D
05-18-2008, 01:02 AM
Great timing! I'm really looking forward to tackling this.

jeremybirn
05-18-2008, 02:56 AM
lotaH - Thanks for the Blender file. It's on-line on the downloads page.

Thanks to Spin99 for the XSI version, the XSI version is on the downloads page.

Thanks to coryc for the Lightwave version, the LWO file is on the downloads page.

-jeremy

Gluteus Maximus
05-18-2008, 04:27 AM
I like this challange because you don't have to worry too much about textures. I usually end up loosing interest half way through a challange due to texture work. This one was quick enough to keep me interested. Did a lot of post work though. :)

firekloud
05-18-2008, 09:12 AM
Hey Jeremy, I attended your 3d masters lighting class at the ADAPT conference of 2006, (which was both helpful and inspiring). I feel ready to take on your lighting challenges, count me in for this one.

vijaybundela
05-18-2008, 11:58 AM
hii jermy

Pls answer some of my question

is film noir style may have colors or black n white only ??

it should be dark n moody always ??

what else it should have ??

I am not aware about this term pls give me a brief.

Thanx....

jeremybirn
05-18-2008, 04:35 PM
hii jermy

Pls answer some of my question

is film noir style may have colors or black n white only ??

it should be dark n moody always ??

what else it should have ??

I am not aware about this term pls give me a brief.

Thanx....

http://en.wikipedia.org/wiki/Film_noir

A lot of it is black and white, a lot of it is dark and shadowy, but the "darkness" (noir means darkness) is also thematic. Film Noir are movies about crime and murder and betrayal. Often in a Film Noir you don't know who the good guys are, you don't know who to trust, there's lots of reversals of fortune and plot twists, and even the "hero" is usually morally weak or not purely good.

-jeremy

vijaybundela
05-18-2008, 07:46 PM
thanks jermy,

i m getting idea now....

As this thread progress idea will be more clear.

Leonikou
05-18-2008, 08:39 PM
Hello Jeremy and everyone!

I'd love to try this one! It is a great opportunity to use creative lighting and set the mood!

Have a great start everybody. :beer:

jeremybirn
05-19-2008, 12:10 AM
Gluteus Maximus - Congrats on being the first entry! I like the small amount of rim light on the hills right under the moon. The big kick of light on the hills to the left seems too harsh to me to come from the moon, maybe something more subtle there could bring out the shape. I think you could do more with rim lighting on other forms in the scene. The wet ground can be an interesting area to show reflections and highlights, you might do this all with specularity on a bump mapped surface, but something that looked like a reflection of the moon, and something that looked like a reflection of the light on the side of the building, would help a lot!

Thanks to jojo1975 there's now a 3D Studio Max version on the download page!

Thanks to mesutcapkin there's now a Cinema 4D version on the download page!

-jeremy

tuffmutt1
05-19-2008, 11:10 AM
Hi everyone, fun challenge. here's my first take on it..may be a bit bright but its a start:)http://img177.imageshack.us/img177/9819/filmnoir4udaykadkadeit4.jpg

Weepul
05-19-2008, 11:46 AM
And we're off to a fast start it seems! :) Nice one tuffmutt1 - looks like you've nailed the mood to me. The scene itself could do with some refinement; I'm always fond of realism, and right now it's a bit CG-looking, particularly in terms of texturing. Then, there's bit more that could be done with the black-and-white treatment to give it that beautiful dark-yet-luminous and rich film look. Try playing with a curves adjustment in Photoshop (or your image editor or choice), particularly increasing contrast a bit in the areas with the best subtle lighting.

jeremybirn
05-19-2008, 04:28 PM
tuffmutt1 -

Wow! Great image! You're already kicking on this challenge! If you're ever applying for a job at Pixar and want a recommendation, let me know.

I don't think it's too bright over-all, but some specific parts could be darker. The under-side of the roof (with the wood texture) seems to be getting too much bounce light. Maybe the front triangle of the roof, facing out towards the darkness, could go even darker, and maybe part of the side of the station behind the camper could go darker as well. The front of the car, not the headlights but near the center, seems to be getting a lot of light. The ground around the under-side of the camper might go darker, but the pool of light coming out of it onto the ground could grow into a softer pool of light. You might fix-up the lighting we see through the windows of the camper as well, the back window looks like there's an unlit interior wall or something.

There are some patterns on the white ceiling of the station above the car (some dark circles near the far edge, black and white stripes along the near beam with lights coming out of it) that are a bit distracting, I don't know if they are a part of the lighting or the texture. The hubcaps of the little car don't have completely convincing reflections on them yet, they look a little like what you'd get using an environment map instead of raytracing.

Car headlights sometimes project a nice cookie pattern with little stripes running different directions, you might try to throw a little of that onto the ground in front of the car.

-jeremy

bobbystahr
05-19-2008, 04:43 PM
Hi...I have done a lwo conversion of this scene.as a lwo not an lws as I don't have LW but a great converter named Accutrans...e mail me with info on how to get this to you if it's still needed.. ...
pax et lux
bobbystahr
bstar@mts.net (http://forums.cgsociety.org/bstar@mts.net)

guivAg
05-19-2008, 10:01 PM
there is a first try to place the mood... i work only on composition and lighting, no shader work..



http://img205.imageshack.us/img205/7269/scene5ey3.jpg (http://imageshack.us)

visua
05-19-2008, 10:22 PM
Just a quick comp-test to get started:

http://www.nicz.net/noir.jpg

kanooshka
05-19-2008, 11:38 PM
Hey everyone I hope you're all excited for this new challenge, I know I am! I haven't been able to start yet since I just graduated yesterday :thumbsup: Until I can start here's some feedback

visua: Good start so far, from a comp standpoint I like the high angle. As for the lighting I like being able to see where are your lights are placed right now. You've gotten some fairly high contrast taking place but in my opinion I think the sky light is a bit overpowering. If you want a lot of the skylight to come through maybe you could darken the artificial lights in the gas station.

On the left on top of the well there seems to be a light artifact or something. Not sure if this was intentional or not.

Finally I think an adjustment could be made for the lights from the gas station I like the bright white but I think that they could use a lot more dropoff to give more of a hot spot in the center. Keep it up!

guivAg: I like the composition for this one I can almost see someone standing at the door with a gun. I'm not sure if I'm a fan of the filter you've used ontop, I'm guessing you were trying to create rain. For the lighting maybe if you created a little of a rim or something on the right edge of the building so it could be popped forward from the background. As it is right now it's hard to discern the edge of the building from the background.

tuffmutt1: Once again, you're making us all look bad :bowdown:, props to you and your skills. I think above everything I love the reflection you've created on the ground. In general your shader work is fantastic. Just some minor things I see is on the ceiling there seems to be some strange throw patterns from the lights but, that could be intentional. I really can't find anything else that's less than amazing. Congrats once again.

guivAg
05-19-2008, 11:58 PM
im agreed with u for the rain kanooshka !^^ that was a 1 min rain in toshop... so i made a little correction. (a the end i will made a volume fog to place the rain correctly...)

for the rim light thanks,i wana moove my light to keep this area in the light..


any other recomendation before i start the shader work ?


http://img441.imageshack.us/img441/6199/scene6xx3.jpg (http://imageshack.us)

FeD
05-20-2008, 12:19 AM
hi all,

very nices works, specialy tuffmutt1's one, i like your reflections on the floor, what shader did you use ?

here my test :
http://membres.lycos.fr/rpcteam/02light.jpg
better rez "here" (http://membres.lycos.fr/rpcteam/02.jpg)

and ... good night :)

Spin99
05-20-2008, 03:15 AM
http://img176.imageshack.us/img176/2753/fnwipsd9.jpg
I setup the camera composition sky and moon lights.
Just a start don't know if I'll have much time but couldn't resist.
FeD love the car visua love the angle tuffmutt1 looks finished.

Hope you don't mind me posting wips here, just trying to learn.

*UPDATE* Updated the composition and no desaturation this time.

Buhby
05-20-2008, 03:22 AM
FeD: your render is amazing and I have hardly anything to say about it, it's beautiful and it definitely captures the idea of "Film Noir". The only criticism I can give is that the figure in the building doesn't seem quite right. It appears that the arm of the figure (I assume it's the arm folding into a pocket) is a tad skinny. Perhaps make it appear as if the trench coat is baggier on the arm by adding subtle folds in the cloth or something to that effect. Other than that, it's the best I've seen yet. Keep up the good work!

guivAg: I like the effect that you're going with and the angle of the composition but I am not feeling that the rain is part of the scene. It seems as if it was just an after thought (something done in photoshop). Don't get me wrong, I like the rain but try and integrate it better with the scene. Add splashes where the rain touches the roof or ground and add puddles all over the place. You could even model a gutter and have a stream of water coming out of it or even have a stream just coming off the roof. I'm looking forward to seeing more from you.



Hopefully, I can get a render out relatively soon since I'm also working on another project

Keep up the good work!

GKDantas
05-20-2008, 04:01 AM
My first try here and I used the Non photo realistic render in Carrara to see the effect. I will do more tests before post the last render.

tuffmutt1
05-20-2008, 08:21 AM
thanks Jeremy:bounce: ....I cant thank you enough for your encouragement.here;s some improvement on the same scene...
this is a direct render out of max. I ve ben using low saturated maps and shaders to keep em grey overall with blue moonlights and almost white but a bit yellow lights for the bulbs and what not.all mental ray A&D shaders, lanczos for AA to keep it sharp.http://img246.imageshack.us/img246/368/filmnoir6npudaykadkadett2.jpg

Heres a processed in photoshop version of the same above. with some volumetric lights added and DOF using Z buffer and Lens blur.
http://img441.imageshack.us/img441/406/filmnoir6clrudaykadkadesu0.jpg

and here's the fully processed with desaturation and a blueish tiny and some grain added.

http://img402.imageshack.us/img402/6030/filmnoir6udaykadkadeqq5.jpg

guivAg
05-20-2008, 08:37 AM
once again the rain on my pictures is a quikly add on photoshop there will be made in 3d a the end whith splash, puddle, ext...

for the moment i work only on composition and lighting..


@tuffmutt1 (http://forums.cgsociety.org/member.php?u=11385) : ur second image with DOF really works !
for me the tree on the back is to brith, i will see it on shadow with a brighter background... but thats personnal..

keep it up !

fwad
05-20-2008, 08:52 AM
Yea Well I aint shure bout this whole noir thing but here we go figured it might involve fog.
http://i293.photobucket.com/albums/mm56/fwad20002000/2.jpg

Feanor77
05-20-2008, 12:31 PM
Cool intriguing challenge Jeremy!

I'm working on a personal short in my spare time and just a couple of months ago I was playing with a "Film Noir" look so this is the "cherry" for testing my shaders and lighting.
In this challenge too I must "take off the hat" to tuffmutt1 and FeD for their wonderful images.

I will post my first try the next week-end and...

good challenge to everyone!

RazorJack
05-20-2008, 01:52 PM
Here's a fast lighting and compositing test from me :)

http://img230.imageshack.us/img230/9105/noirbn5.jpg

koolnits
05-20-2008, 05:59 PM
Wow..uday..u r doing some serious stuff here,love those moonlinght effect and awesome DOF..sure the last one looks more impressive,keep it up mate..wish to participate here soon,,:arteest:..Good luck to all and Congratulations Uday on winning the earlier one! :beer:

kanooshka
05-21-2008, 02:22 AM
I was able to at least get started on this challenge. I had 2 compositions setup but then I noticed one of them was the same as Fed and one was the same as Uday! So I ended up scrapping those and trying a different one. Not sure if I like it 100% but here's the first image, so far no texturing just comp and lighting start.

http://dockay.com/CGTalk/LightingChallenges/FilmNoir/noir_01.jpg

MasterZap
05-21-2008, 07:45 AM
thanks Jeremy:bounce: ....I cant thank you enough for your encouragement.here;s some improvement on the same scene...
this is a direct render out of max. I ve ben using low saturated maps and shaders to keep em grey overall with blue moonlights and almost white but a bit yellow lights for the bulbs and what not.all mental ray A&D shaders, lanczos for AA to keep it sharp.http://img246.imageshack.us/img246/368/filmnoir6npudaykadkadett2.jpg

Heres a processed in photoshop version of the same above. with some volumetric lights added and DOF using Z buffer and Lens blur.



Tuffmutt, I actually liked this one best. Very "sin city" in the way there is only "blue", or "grayscale", so I think desaturating it loses that. Also the DOF looks wrong/fake to me somehow, but THIS image, above, is totally 100% ace.

IMHO.

/Z

tuffmutt1
05-21-2008, 10:19 AM
The Master has spoken...mean's a lot coming from you Master Zap.
I have to say your Blog has been an invaluable tool along with Jeff Pattons for me for using Mental Ray.
The DOF controls in MR is still a bit rudimentary for as there are no Bokeh controls yet...like what i ve seen in FR.(hint :)) Hence the attempt at faking it in post. I also retouched the Zbuffer in Pshop to avoid any blurring in the background and that might be one reason it looks a bit fake.

Thanks again Nitz3d, looking forward to your participation.

Thanks kanooshka for your critic. I think i fixed those wierd shapes on the ceiling in the earlier render.

and here's me going overboard again with post processing and sepia tone. added film grain and scratches on top using the uncorrected Z buffer for DOF.
http://img266.imageshack.us/img266/5010/filmnoir6sepiaudaykadkavt5.jpg

MasterZap
05-21-2008, 11:20 AM
The Master has spoken...mean's a lot coming from you Master Zap.
I have to say your Blog has been an invaluable tool along with Jeff Pattons for me for using Mental Ray.


Thanks ;)


The DOF controls in MR is still a bit rudimentary for as there are no Bokeh controls yet...like what i ve seen in FR.(hint :))

You mean like the mia_lens_bokeh shader that you can unhide (comes up as "Arch: DOF/Bokeh" or something in max)? ;)

Maybe you should even play with Torsten Hartmanns free "photostudio" plugin (http://www.mymentalray.com/forum/showthread.php?t=1446), a nice little tool that just makes a neat frontend to the existing shaders.

http://forum.german-mentalray-wiki.info/userpix/5_titel_bild_1.png

Hence the attempt at faking it in post. I also retouched the Zbuffer in Pshop to avoid any blurring in the background and that might be one reason it looks a bit fake.

90% of the time that post-DOF looks fake is because it doesn't falloff by distance as it should.

A great rule of thumb for DOF is like this:

Imagine a long thin cone, where the base of the cone is at your camera, more specifically, on the "iris" of your camera. The tip of the cone is at the point which you have set your focus on.

Then, on the other side of that point is a mirrored cone, with the same angle, disappearing infintely into the distance.

The amount of "blur" that DOF will give you, is equal to the size of this cone, in "real units".

So, if your cameras iris is 10mm, and you are focusing at 1 meter distance, this mean that the "size" of your blur AT the camera is 10mm, at 1 meters distance the "size" of the blur is zero. At 2 meters distance, the "size" of the blur is again 10mm, at 3 meters is is 20mm, at 4 meters it is 30mm and so on.

But then remember this is in perspective, as seen from the camera. So 10mm "at" the camera is a huge blur. But 10mm 2 meters away is almost nothing. There is actually a special distance (known as the hyperfocal distance in photography) for which the "DOF cone" behind the focal point will actually grow slower than it shrinks due to perspective, and for this distance, everything beyond the focus point will hence be in focus.

But the key to watc out for, always, is this: "Is my 'near' blur larger than my lens" (or really, my iris). That's the golden rule of thumb for DOF.

Look at your image, the pillar in the foreground. I don't know what aperture the camera is at, but assuming the pillar is a foot in diameter, that really makes the DOF to be almost an inch in diameter. And that is alredy quite a bit away from the camera. For that DOF, the cameras iris would need to be maybe 2 inches in diameter.

Also, try to imagine the distance which is twice as far away as the focus point. Again at this "twice distance" point, the blur will be the size of your iris. This will, in this image, be somewhere slightly closer than the tree (I would guess). But still, the blur "size" on the tree in the back looks more like 5 inches in diameter, which I do not own any camera with that big iris ;)

So what happens, is that your otherwise EXCELLENT image (love the film scratch sepia thing actually!) looks like a minature... because the camera iris is now "larger than life", literally.

....And hey, that could be a neat look for this photo: They were so cheap doing this noir film, this is a minature toy car on a minature set. ;)

The tricky thing is that this is very hard to intuit for most people (although you can often see "that looks wrong, but I dont know why"). Keeping the "imagine the dof as two cones, one based at the camera" can help a lot.

A much easier way is to use the mr DOF (or the above mentioned plugin, or my mr camera (http://mentalraytips.blogspot.com/2007/10/max-2008-physical-camera-with-dof-and.html)plugin) so you get the proper DOF "sizes" depending on the focal length of the camera etc. (But it is imperative the scene is to scale, since DOF is scale dependent, since it is dependent on the *physical radius of the iris*. Wrong scale => kaboom)

/Z

tuffmutt1
05-21-2008, 11:49 AM
thanks for the input Maestro. was not aware of this plug. i did download your mr camera plugin.

the photostudio free plug seems to be unavailable at the moment. its not available on its main website too....or maybe i am just plain blind...LOL!!! i 'll look for it. and post some results...
Thanks again.

o never mind...got it...LOL!
what do i use inches or feet for this scene?

MartyD
05-21-2008, 01:14 PM
and here's me going overboard again with post processing and sepia tone. added film grain and scratches on top using the uncorrected Z buffer for DOF.
That actually looks like the films from the 40's. Really good. The glow around the light fixture behind the gas sign is kind of weird though. Is it supposed to be solid like that? Kind of distracting. The blur in the foreground is kind of strong too. Gives the scene a modeled miniature feeling. Well, feels like that to me at any rate. Great image though. Captures the heart of the genre.

kanooshka
05-21-2008, 02:55 PM
Tuffmutt, I use MR as well and I was wondering if you could tell us how you do your glow and fog. Thanks!

godzik
05-21-2008, 08:41 PM
hi cgsociety, here is my try... waiting for crits... :)

visua
05-21-2008, 09:42 PM
I redid the lighting from scratch:

Uday, your work lately is at another level, great work keep it up!

http://www.nicz.net/noir2.jpg

FeD
05-21-2008, 11:11 PM
new one too :

http://membres.lycos.fr/rpcteam/03.jpg

tuffmutt1 : nice post effet "old image"

MasterZap : thank for the explanation of the Dof

zap (&all) : how to get the lens shader work on frameBuffer other thant the primary ?
i tried but..did not work :-(
i'm not sure i'm very understandable.

Buhby
05-22-2008, 12:00 AM
:bowdown: to MasterZap, teach me your ways.

FeD: Amazing work!!! I can't seem to nitpick too much. I like the fog that you added but there seems to be some AA problems if you look at the post before the pumps. That's the only thing that I can notice. Nice work, definitely excited to see more from you

Keep up the awesome work!

Voigg
05-22-2008, 02:29 AM
This is my first challange and my first post, it is just a what I have so far I am not sure about the compisition so any thoughts would be welcomed.

http://i146.photobucket.com/albums/r250/Voigg/comp27.jpg

Phantom-vfx
05-22-2008, 04:41 AM
Hey
film noir !! Brillant Idea !
so far this is my entry, render in Mentalray and comped in photoshop
http://www.phantom-vfx.com/gallery/WIP/cgtalknoir.jpg
v2
http://www.phantom-vfx.com/gallery/WIP/cgtalknoir1.jpg

Ill apreciate feedback !! thanks

laslast versionhttp://www.phantom-vfx.com/gallery/Stills/filmnoir.jpg

fwad
05-22-2008, 07:33 AM
Hello all looks like I am gonna be spending a lot of time here since I cant afford school this summer :(. But I still need my daily's, THX to cgtalk I aint going into withdrawls.
Kinda feel like I am the first day of school here and forgot to wear my pant's lol.
That being said I'd love to have something to say critique wise but looks like aother than tuffmutt and FeD we are all pretty much in the early satages. And waht can you say bout tuffmutt and FeD? (I like the non dof too Tuffmutt) You seem to be able to pull off exactly what I have probs with ....Splashes of light and dark with out goind black. It's funny how you can see something wrong but have probs fixing it. (And love the composition on your first post FeD).
Any way here is my second stage post.
http://i293.photobucket.com/albums/mm56/fwad20002000/published.jpg

fwad
05-22-2008, 07:34 AM
oooo and really like the patchy fog in your second shot there Phantom

Phantom-vfx
05-22-2008, 08:42 AM
oooo and really like the patchy fog in your second shot there Phantom

Hey Thanks, that was the early version and then I end it with the top image, so I submit both to get feedback and C&C , Thanks for your comment !
waiting to get more, Im always learning a LOT from ALL the people involved in this challenges
I like too the fog in the 2nd ,and btw I did it with a parti_volume - transmat shader , and a physical light pluged in a point light, ( first time I used )
and Im trying to create a murky, high contrast image to this challenge.

Great REnders everybody and thanks "masterzap" for share you knowlodege, very usefull !

later

tuffmutt1
05-22-2008, 10:42 AM
Tuffmutt, I use MR as well and I was wondering if you could tell us how you do your glow and fog. Thanks!
Kanooshka...its very simple in Max.
just create an omni light go to MR renderpanel and in camera effects/ camera shaders assign beam in the volume shaders slot.you can then drag the beam shader to ur material editor to specify only certain lights.
http://img186.imageshack.us/img186/4363/beamshaderrollouths6.jpg
then you can adjust the color and density for the overall beam effect.it doesnt consider any light fall offs or decay you might have used in it and
it works best with omnis. its not really "fog" in the true sense. but it works on some scenes.
if you want proper fog with realistic or manual fall off use mist shader along with beam by starting with the volume shaders list.
Hope that helps.
Uday Kadkade.

tuffmutt1
05-22-2008, 10:52 AM
FeD..Nice one..is there a body under the wraps?:)

ShamKiR
05-22-2008, 12:15 PM
Hi all It nice to participate this challenge All pictures is good
Later will post my one

MasterZap
05-22-2008, 01:31 PM
Hey
v2
http://www.phantom-vfx.com/gallery/WIP/cgtalknoir1.jpg

Ill apreciate feedback !! thanks


Oh I really really like the smokey volumetric stuff in the trees!!

/Z

fwad
05-22-2008, 02:15 PM
[QUOTE=Phantom-vfx] I did it with a parti_volume - transmat shader , and a physical light pluged in a point light, ( first time I used )

Hmm looks like something new for me to spend a week or ten of my free time playing with.
thx

nitz3D
05-22-2008, 03:40 PM
Hey tuffmutt... Great render dude.. It looks like a Advertising Poster for a Movie.. I think you have already won this challenge.. now from next challenge you are not allowed to post any thread.. now you also start judging and commenting on others images.. your idea are superb as always.. you have a great future dude..

Fed : - Great image.. its look like a snapshot of a movie.. great compositing.. Good Luck

jeremybirn
05-22-2008, 05:14 PM
Wow, this challenge is off to a great start already.

fwad - Nice job! That giant light looks like something from a more modern time to me, compared to the 1930's - 1940's era of the original models. If you could use the moon and a nice sky up there instead it might be better, and you could soften the throw from the light so it doesn't cut-off in a hard line behind the well.The station could use a little less even illumination on the front (maybe a big darker as you move away from the lights) but a bit more bounce light on the dark surfaces that are above the brighter parts of the ground.

Phantom-vfx - Nice job! You fog in the tree looks great. See if you can make the noise look a little less CGish, maybe make it more layered horizontally, or make it spread out differently near the ground compared to how it looks up in the tree? I think you could add something to the right side of the image with the fog, even if it's just a rim-lit tree in the darkness, or the outline of another form.

Voigg - Keep going with that. Even compositions that look imbalanced based on those objects can still get filled in with nice skies, etc. and look good.

FeD - I like the subtle use of color in 03, it really keeps the vintage look. I think the gas station sign needs some texture and light. The black edges on the left side of the columns need a little bounce too: there's just too much fog with light shining into it to expect no bounce light there. If you're worried about over-lighting, the decay could be alittle tighter around the ceiling lights where they illuminate the ceiling. Make sure the light bulbs don't cast a shadow onto the ceiling blocking what's supposed to be their own light.

visua - Nice start. Some texture on the lit surfaces and a better sky would help a lot. Some of the motivation isn't entirely clear to me. The light on the side of the station probably comes from the fixture above, but that doesn't look turned on to me, maybe some fog or glow right below it, and a much broader throw of light from it would help. The light in the filling area is very bright, but the bulbs at the top don't seem to be lit-up or lighting the ceiling next to them at all, so I don't know where that's coming from either. I see some extra light coming from off-screen in the lower right, but I don't think that accounts for all of it. If that's supposed to be car headlights it could use a broader pattern and maybe a cookie.

godzik - Good start. maybe the side of the building could be a different tone from the front, so it isn't uniform. I guess the light's supposed to be coming from those two lampposts, but why does it seem brighter at the bottom of the post than the top? I'm a little confused about what you're trying to depict with that.

tuffmutt1 - Your work continues to amaze. I love the look of the aging camper with the highlights showing more texture where it gets bright. I think there could be room for improvement in the areas around the light bulbs. I don't really see the lightbulbs illuminating the geometry closest to them. Some light bulbs have circular glows around them, but the center rear one doesn't, and then the tall lamp looks almost as if it has the moon behind it or something. The brightest highlight on the ground is the one to the left of the gas pumps, but there's mostly dark geometry above it, so it doesn't seem connected with the light sources to me.

-jeremy

fwad
05-22-2008, 08:31 PM
[QUOTE jeremybirn]
fwad - Nice job! That giant light looks like something from a more modern time to me, compared to the 1930's - 1940's era of the original models. If you could use the moon and a nice sky up there instead it might be better, and you could soften the throw from the light so it doesn't cut-off in a hard line behind the well.The station could use a little less even illumination on the front (maybe a big darker as you move away from the lights) but a bit more bounce light on the dark surfaces that are above the brighter parts of the ground.



Thanks Jermybirn all thoughts that have been floating thru my head but it does bring up a question. I don't know if this is the right place to bring it up but is there a standard way to calibrate your monitor so that you know what you are seeing is middle ground to what others are?

At school I would post produce several versions till I got a feel for what was happening there but that dosent seem like a real life soloution.

Just thought I'd ask.
THX again.

greyother
05-22-2008, 09:09 PM
Crap. I had no idea the new challenge had started already! Already such great work submitted. I am late to the party apparently. How would it be possible to get auto-notified when new challenges get posted? Sorry if this question has an apparent answer. Maybe update the stickied Discussion: Ideas for Future Challenges (http://forums.cgsociety.org/showthread.php?f=185&t=309853) thread when there is a new challenge? I am subscribed to that one but somehow completely missed "The Local Train Challenge".

jeremybirn
05-22-2008, 11:53 PM
Crap. I had no idea the new challenge had started already! Already such great work submitted. I am late to the party apparently. How would it be possible to get auto-notified when new challenges get posted? Sorry if this question has an apparent answer. Maybe update the stickied Discussion: Ideas for Future Challenges (http://forums.cgsociety.org/showthread.php?f=185&t=309853) thread when there is a new challenge? I am subscribed to that one but somehow completely missed "The Local Train Challenge".

Would it help people if there were a new thread called "Challenge News" or something, that maybe would have limited posting permission so there wasn't a lot of chatter on it, but you could subscribe, subscribe with e-mail notification, etc.?

-jeremy

greyother
05-23-2008, 12:04 AM
I think that would help immensely. That way we could be notified somehow when you post a new challenge. The idea thread was great because it was stickied and I was subscribed but as far as I know there were no announcements regarding when the new challenges were being posted. I normally just check my subscriptions and not the actual lighting forum. I don't know if I am the only one who does this.

guivAg
05-23-2008, 10:24 AM
i'm beginning the texture work so there is a little update:

http://img367.imageshack.us/img367/3535/filmnoir2ze7.jpg (http://imageshack.us)



comments and critiks are always welcome : )

epq
05-23-2008, 12:59 PM
I'll just throw myself in here :)

maya/mental ray

http://ravenproduktion.se/temp/eric/noirBW.jpg

and the same with a cool blue tint ;)
http://ravenproduktion.se/temp/eric/noirTint.jpg

/eric

pinhead122
05-23-2008, 02:19 PM
Nice model:cool:
This is one I am going to give a go.

tnhx

MasterZap
05-23-2008, 04:11 PM
Would it help people if there were a new thread called "Challenge News" or something, that maybe would have limited posting permission so there wasn't a lot of chatter on it, but you could subscribe, subscribe with e-mail notification, etc.?

-jeremy

e-mail notification is so last tuesday, make a Twitter account for new challenges. Or just a jeremybirn twitter account ;)

/Z

Buhby
05-23-2008, 04:50 PM
Hey Guys!

Can one or more of you explain your workflow for lighting to us (or me)? Since this is really my first "real" lighting challenge, I'm very curious as to how you pumped out complete renders already. I'm not looking for in depth details, just whether or not you guys light before you texture and then adjust the lighting accordingly after the textures are applied and all that jazz.

Thanks guys, I appreciate it

pbalsic
05-23-2008, 06:01 PM
Hi folks, here's what I have so far. I used maya and mray.



http://img397.imageshack.us/img397/9876/render01jpgtg6.jpg

radianssi
05-23-2008, 06:09 PM
Here's mine so far - don't know if it's final yet. I've focused mostly on the composition and lighting. Not really sure if it works, you tell me. :)

http://img389.imageshack.us/img389/9365/fnout63dv1.jpg (http://imageshack.us)

I used 3dsmax and Indigo Renderer.

KayPoprawe
05-24-2008, 02:25 AM
Hi Guys.

Nice stuff so far from all u guys. Here is what i have so far. No Texturing at the moment, just classic lighting with NO FG and GI. Rendered in Maya 8.5 with Mental Ray and a little little bit postwork in fusion. Still in progress but i hope u like it...

http://www.kaypoprawe.com/chillout_products/230508_filmnoir_wip3a.jpg

http://www.kaypoprawe.com/chillout_products/230508_filmnoir_wip3b.jpg
edit:
@radianssi
Yes it works out, really nice done.

cheers,
K.

iduna79
05-24-2008, 08:53 AM
Radianssi, I like the atmosphere

One month left...this one will be my first challenge. Probably writing this just to confirm to myself that I have to come up with something :)

It's ok to move around the objects in the scene, isn't it? And adding new objects?

tuffmutt1
05-24-2008, 02:32 PM
radianssi (http://forums.cgsociety.org/member.php?u=328979)...awesome stuff. really love it.
Kay Poprawe...good one....:)
here's my fixed up version.
http://img372.imageshack.us/img372/966/filmnoir7udaykadkadevi4.jpg

and here's a poster version of it...say's i ve got too much free time i guess...
http://img389.imageshack.us/img389/3529/posterudaykadkadeik9.jpg

jeremybirn
05-24-2008, 05:40 PM
tuffmutt1 - Your latest are great! In the last poster image, the the line between the horizontal beams with the light bulbs on them and the roof looks a little strange. It's as if the roof is getting bright highlights that aren't shadowed (or aren't shadowed with a softness that matches the bulb size) but somehow that line is looking kindof CG to me. I wonder what that poster would look like with some color (1950's type color if possible...)

iduna79 - Welcome. Do what you want with models. Let's see your work!

Kay Poprawe - Welcome! Keep going with those, they look great! Towards the left side of the first image, one of the gas pumps clearly isn't casting shadows. Look at the bright highlights on the ground, where the columns of the station cast shadows but the pump doesn't, or at the ring of light running all the way around the pump itself, that doesn't seem to get self-shadowing. Great entrance to the challenges!

radianssi - I love it! That's a terrific image! If you're looking to polish it up and perfect it in another pass, I'd take a look at the texture on the texture on the dividers sticking up through the ground on the center of the right side of the image, they look very "CG" to me, while the rest of the image is really ace! The lighting on the crosses looks maybe a little bit too cheated, there's a glow between the horizontal part and the vertical part of the near cross that might look more natural if it were just on top not in between, but this is a minor point. You might also take the image higher resolution, more surfaces like the trees might need a tiny bit of texture work or more subdivision if you did that though. To make something worthy of the gallery in your first post here is really quite an accomplishment!

pbalsic - That's great! You've really crafted a nice composition, nice start on the lighting, too! A few more surfaces might need some textures. That roadway is featured so prominantly that the shoulder and painted stripes and so on become important. A little grass or vegetation might help in places, if that's not too difficult. The lighting on the well looks so bright, compared to the tree or anything else near it, that I think it could be toned down a little bit, or made into a more narrow kick.

-jeremy

jeremybirn
05-24-2008, 05:48 PM
Can one or more of you explain your workflow for lighting to us (or me)? Since this is really my first "real" lighting challenge, I'm very curious as to how you pumped out complete renders already. I'm not looking for in depth details, just whether or not you guys light before you texture and then adjust the lighting accordingly after the textures are applied and all that jazz.

In general, the "correct" approach taken on big productions is that shading and texturing is done first, before lighting. A project like this seems to be an exception to that normal rule. Here, leaving a plain white material on all your objects, you can block in a few lights with shadows, and also test the camera positions and move models where needed, all without adding any textures. Objects that are mostly black or rim-lit or hidden in fog might not need any texture work. Of course, surfaces of light bulbs need to be given a bright material, surfaces that should be reflective or shiny need a reflective material, and surfaces getting a lot of light need textures, but you can pick which ones to work on after you've got the basics blocked out.

People who have effects like rain, fog, DOF, etc. are probably spending some time testing those effects as well, and those also can happen before the final texturing is done.

-jeremy

jeremybirn
05-24-2008, 05:52 PM
e-mail notification is so last tuesday, make a Twitter account for new challenges. Or just a jeremybirn twitter account

I just created a jeremybirn twitter account. I haven't done anything with it yet, but at least the name is saved. :)

-jeremy

jeremybirn
05-24-2008, 06:16 PM
epq - Welcome! I think you could use more shadows or occlusion, or at least be more selective in what you light. Figures like those people don't need a lot of fill light. They could look better as sillouhettes or with maybe just a little rim light on them. I think that scene could really be great with the same set-up and composition if you could just work through the fill and bounce light and create some nice dark shadows.

guivAg - Nice job! Maybe the light coming out of the windows in front of the station is a little hard-edged, and the light from the inside should be softer. On the side of the station, think about making the light itself brighter, and the light hitting the side of the building less bright, so it's more clear which is the bright light source.

greyother - The News Thread (http://forums.cgsociety.org/showthread.php?f=185&t=634553) has been created. Since this challenge runs through the end of next month, I hope this is still a great time to dive in and get started.

-jeremy

jeremybirn
05-24-2008, 06:20 PM
Thanks Jermybirn all thoughts that have been floating thru my head but it does bring up a question. I don't know if this is the right place to bring it up but is there a standard way to calibrate your monitor so that you know what you are seeing is middle ground to what others are?

There are a few (very basic) tips here:
http://www.3drender.com/light/calibration.htm

Probably the best way to do things (especially if you work in more than one location or more than one time of day, and want to make sure you are adjusting things consistently) is to get some reference images that are well lit in the style you're going for, and load those up for comparison on any monitor you're using. In larger productions, there are always reference images and concept art and color scripts and other shots for continuity checks to load up, in starting a still image from scratch finding images on the Internet or grabbing frames from DVDs might be your better solutions. Collecting good reference has many other benefits besides helping to guide you into the right color space, so it's well worth the effort.

-jeremy

radianssi
05-24-2008, 08:17 PM
Thanks for the comments everyone, glad to hear you like it. Looks like other images are coming along nicely too - tuffmutt's is looking especially good.

You're right Jeremy, I think I'll post a bit larger and more polished version at some point. It'll probably need some work as you said, because currently it's the sampling noise (which blends nicely with the film grain in this case) and lowish resolution that hides the lack of detail in some objects.

Voigg
05-24-2008, 10:51 PM
Here's what I got thus far.


http://i146.photobucket.com/albums/r250/Voigg/comp3.jpg

fwad
05-24-2008, 11:15 PM
[QUOTE jeremybirn]There are a few (very basic) tips here:
http://www.3drender.com/light/calibration.htm


Ok cool thx so I guess I am on the right track
I used the nvidia tool wich is much more complete and have one monitor brightened for flight sim useage and one tuned with nvidia tool (wich is much darker with better contrast. IT's a really old nokia and my newer Dell cant compete. Progress lol) so I guess somewhere between the two is what most people see.
thx again

guivAg
05-25-2008, 12:28 AM
thanks for the comment jeremy i will keep it in my mind.

i will post an update when the texture work be finished..

FeD
05-25-2008, 01:49 PM
back for a new test :-)

jeremybirn : thank for the comments, if you like the little colors, so I do ! I planed to make an other Black & with one, but I finaly kept the effect. I've tryed to correct the light/fog effects I my new image, I hope it was what you where asking for.

radianssi : very nice atmosphere, it realy look like an old picture.

Kay Poprawe : I like the composition of the image, the only thing i can say ; is that the rain is not falling on the ground, but that's all for me :)

tuffmutt1 : nice new one, but I prefere your yellow verion(the one with mass post effect)^;..;^

Voigg : i like the water effect, but be carrefull with the tree texture it actualy look "plastik".(too me)


everyone : thanks for your comments too. I'm very glad too see that some people like it (hope you like the new one :-)

Test n4 = Full rez clic here (http://membres.lycos.fr/rpcteam/04.jpg)

http://membres.lycos.fr/rpcteam/04light.jpg

I'm not sure i kept the "film noir" effect... maybe i loosed it a bit..

KayPoprawe
05-25-2008, 09:28 PM
Thx all for the comments and good new entries.

@Jeremy
Thx for the warm welcome. As u comment, i fixed the problems. Some object attributes were incorrect and not setuped for visible in reflections.

@tuffmutt1
thx, man. nice poster version.

@voigg
good start. A moon in the background that mirrors in the front water will be nice i think.

@FeD
Thx. Rain splashes on the ground and more are on my to do list. thx for that..
I liked your old version much more. The idea is nice, but the fractal looking ground surface looks strange too me.

http://www.kaypoprawe.com/chillout_products/250508_filmnoir_wip5.jpg

- shifted some stuff
- added a waiting character, he will get later a long overcoat
- started texturing on a few things.
- rerenderd the rainpass, shorter more streaks and less visible in the dark areas
- add a lamp in the front. i really dont know if it good or not.
- added a trunk to the car.

pbalsic
05-25-2008, 11:14 PM
Here's update!
I worked most on the textures and lights in front of the house. I want pure B&W picture for now, maybe I'll try warm and cold filters later. There's no post work on this render.
I think there's still lot of room for improvements, so comments are welcome;)

http://img91.imageshack.us/img91/181/render02jpgwf1.jpg

KayPoprawe
05-25-2008, 11:52 PM
Really nice.. I like the progress.. maybe a bit more contrast in the moon texture?

gregsandor
05-26-2008, 02:46 AM
These are all looking great! I'll post one this week.

AndresVal
05-26-2008, 04:11 AM
Hello, my name is Andres.
This is my first try on the contest of cgsociety.
this is the first render, is like 70% of materials done. I also dont know if this is going to be the final camera.
3Ds Max & Vray

Comments are always welcome

First Render
http://img144.imageshack.us/img144/6631/filmnoirtest01colorlg7.jpg




This is the second one, with some different colors.........just for test..
http://img145.imageshack.us/img145/5787/filmnoirtest01fl4.jpg


Especial Greetz to csociety and Jeremy Birn for support this ideas of contest ;)
Laterz.

Maview
05-26-2008, 05:43 AM
Hi!

my first Testrender without postwork..
http://fc07.deviantart.com/fs29/i/2008/146/4/f/noir_film_by_GspotSIMULANT.jpg
car model by "Holger Schoemann"
still in progress ;) c4d+Vray

greetz,
gunnar

Leotril
05-26-2008, 07:46 AM
Hello .. this is what i got so far not final by any means .. color corrected in AE and Photoshop , car models from turbosquid :eek: http://i298.photobucket.com/albums/mm255/Leotril/Film%20Noir/FilmNoir3psGrey.jpg

and this is the color version :wavey:

http://i298.photobucket.com/albums/mm255/Leotril/Film%20Noir/FilmNoir3ps.jpg

mesklil77
05-26-2008, 11:54 PM
nice challenge Jeremy !
here is my first attempt .....
software: maya


http://i83.photobucket.com/albums/j305/mesklil77/dar.jpg

TheGreat
05-27-2008, 02:02 AM
Can't open the 3ds max file in version 9.

Edtt: sorry didnt see the OBJ file.. im tired.

A note about file formats: We need more file formats supported.

Giorgio Luciano (jojo1975) has volunteered to make a 3D Studio Max version. We need vokunteers to make versions Softimage XSI, Lightwave, Cinema 4D, Blender, any other programs that are popular. Just PM me if you can do this, and I'll host the version you make.

Even if a program can import some of the file formats that are already available for download, often a native-format version helps draw-in more participants who have that brand of software, and that provides a chance to organize or group the objects better than the way they are imported.

-jeremy

guivAg
05-27-2008, 10:25 AM
there is a little update with some texture...
no post effects for the moment (DOF, fog, rain, ext...)


hope u like it :D

http://img264.imageshack.us/img264/5208/scene2kt7.jpg (http://imageshack.us)


and the high res:

http://img181.imageshack.us/img181/9240/sceneju6.th.jpg (http://img181.imageshack.us/my.php?image=sceneju6.jpg)


comment and critics are always welcome...

KayPoprawe
05-27-2008, 10:44 AM
Nice done so far. Maybe a bit to bumpy and a bit to dirty. It looks like its not in 1950, more like a picture photographed from a old gas stadion in the 90's.

guivAg
05-27-2008, 01:55 PM
i ad some fog and grain...


http://img379.imageshack.us/img379/9587/compositecadre1smalldt7.jpg (http://imageshack.us)




and the high rez:
http://img528.imageshack.us/img528/8041/compositecadre1bf3.th.jpg (http://img528.imageshack.us/my.php?image=compositecadre1bf3.jpg)


i'm waiting for your's comment to finalise the image...




@Kay Poprawe (http://forums.cgsociety.org/member.php?u=77770) : i know texture are really trash.. but that's what i want..
when u say that more look of 90's photo than a 50's film.. what make u think that ? what can i do ?
anyways thanks for the comment : )

Voigg
05-27-2008, 03:00 PM
thanks for the comment FeD I agree it looks plastic, it didn't look like at at school, but when i got to a good monitor it did. Heres what a changed it to, but I think theres too much light on it, and I am not thrilled with the texture on it yet.

http://i146.photobucket.com/albums/r250/Voigg/comp3-1.jpg

greyother
05-27-2008, 05:54 PM
Thanks for making the new thread Jeremy. I have joined Twitter as well. Hopefully I won't miss any of the new challenges from here on out.

I will try and make a go of this one soon. Really love the subject matter this time around. Great work everybody!

KayPoprawe
05-27-2008, 07:16 PM
i ad some fog and grain...
@Kay Poprawe (http://forums.cgsociety.org/member.php?u=77770) : i know texture are really trash.. but that's what i want..
when u say that more look of 90's photo than a 50's film.. what make u think that ? what can i do ?
anyways thanks for the comment : )

At the moment it looks a bit to dirty/abandoned to me. Like a old gas stadion that is out of order over years. A Gas Stadion in the 50's doesnt look so dirty if u take a look to old pictures. just my personal feeling. anyway the picture and mood is nice, so its not necessary to change something.

guivAg
05-27-2008, 07:22 PM
At the moment it looks a bit to dirty/abandoned to me. Like a old gas stadion that is out of order over years. A Gas Stadion in the 50's doesnt look so dirty if u take a look to old pictures. just my personal feeling. anyway the picture and mood is nice, so its not necessary to change something.


okay now i understand ur point of vue.. in fact i'm french so i never saw gas station like it and i have no idea when they are builded.. so that's the reason im not choked by an old station in the 50's...
i will probably make another picture more realist if i've got the time.

thanks !

gregsandor
05-27-2008, 08:16 PM
At the moment it looks a bit to dirty/abandoned to me. Like a old gas stadion that is out of order over years. A Gas Stadion in the 50's doesnt look so dirty if u take a look to old pictures. just my personal feeling. anyway the picture and mood is nice, so its not necessary to change something.

Here are a couple of reference photos of the real station we are lighting. The black and white one was taken in 1970 and the color one last month. The station was likely built in the 1920's or early 1930's.

guivAg
05-27-2008, 08:42 PM
thanks for the information gregsandor : )

israelyang
05-27-2008, 09:36 PM
guivAg
I think you have an awesome image. I lovely the graininess and contrast.
Weel done!
The only thing I would pick on is I wish I could see more details into the 2 big bright windows.

bymak
05-28-2008, 11:41 AM
hi everyone,
it was imposible for me being insensitive such a great chalange...

http://www.bymak.com/images/lighting_challence_15.jpg

guivAg
05-28-2008, 12:33 PM
nice mood bymak but i dosent understand why u keep the half o ur image to show objects doesent matter.. maybe moove ur camera on the right..

and ur DOF effect is really strange.. one foot is blured the other not...

Vem
05-28-2008, 05:40 PM
Hi,
this is my first lighting challenge entry, so greetings to everyone!
Made this one wit C4D an PS, its called "Atomic blast".
I Hope you like it.

http://www.avision3d.de/ab.jpg

Greetings,
Andreas

Buhby
05-29-2008, 06:44 AM
Alright guys, I've been pretty busy with other projects but I really want to enter this challenge as it'll be my first and I'm pretty excited.

Anyways, here's a WIP Image. I'm still working on more lighting and adding an environment light as well as adding textures and whatnot. So don't butcher it too much, it's only a WIP, but any comments will be appreciated.

http://www.comfortkyle.com/challenges/filmNoir/firstAttempt800.jpg

Also, as a side note, I'm still a rooky at lighting (this is actually my serious second lighting project)

High Rez image can be found here (http://www.comfortkyle.com/challenges/filmNoir/firstAttempt.jpg)

TheGreat
05-29-2008, 07:10 AM
i might edit it later...

http://www.jonkirkpatrick.com/cgtalk/challenges/film_noir/renders/final_film_noir_jonkirkpatrick.jpg

guivAg
05-29-2008, 11:51 AM
there is my final still image i think:

http://img89.imageshack.us/img89/5006/compositecadre2smallwh3.jpg (http://imageshack.us)



Done with maya 2008(mental ray), no FG/GI, photoshop for compositing/textures and crazy bump for normal map.

tell me if anyone want to see my passes or anything else...

link to the high rez:


http://img89.imageshack.us/img89/1814/compositecadre2nx7.th.jpg (http://img89.imageshack.us/my.php?image=compositecadre2nx7.jpg)

joryayer
05-29-2008, 04:36 PM
I downloaded the maya.rar file for the challenge to try to get an entry in. My work laptop only has maya 08 ple on it. Whenever attempting to open or import even, I get an error, and the script editor states that there is an error reading the unknown maya 08 file. Any ideas on why this won't work in ple? Or am I just going to have to wait until I get home and use my full version?

guivAg
05-29-2008, 04:51 PM
@joryayer (http://forums.cgsociety.org/member.php?u=258403): maya wont open scene from previous version and the scene on cgchallenge are a 2008 version.
if u really want importe scene from a previous version you need to save the scene in .ma, open the .ma with text editor and replace the "2008" by 8.0 or any other version u want...

the other solution is to take the obj version...

TheGreat
05-29-2008, 05:08 PM
tell me if anyone want to see my passes or anything else...


I'd be interested

guivAg
05-29-2008, 05:41 PM
for thegreat there is my different passes:


http://img46.imageshack.us/img46/6230/passessx0.jpg (http://imageshack.us)


i use a volume light to simulate bounce and ambiant light comming from the house.
i dont show zdepht and occlu everyone know it...
i make one passe by light to have maximum control on my lighting, same thing for my fog...
if u want more explaination let me know...

hope that was usefull for u.

TheGreat
05-29-2008, 05:44 PM
Thanks man, it looks good.

jeremybirn
05-29-2008, 07:49 PM
guivAg - Terrific work! Your image looks great, and thanks for posting your render layers. I think on the right side of the frame that the glow in the sky might diminish with height. If the sky just got darker as you went lower down, then the edge of the hill would look more natural, and the distant would seem more believable in a scene with so much fog near the ground. A few places look like they could use more shadows, too: maybe the garage could cast a more clear shadow in the moon light, and there could be less volume light running through the full stack of tires. If you don't want to use a real shadow for that, then just a second volume light with a negative intensity emitting ambient might be positioned towards the back and bottom of the tire stacks in that render layer.

joryayer - If you're just using the free PLE version, you might download the latest one instead of using an old one. Or use options guivAg mentioned. Once you get to Maya 8.5 or so, they made a "check versions" options if you click the option box next to Open, so those errors aren't as big a problem as they used to be.

TheGreat - Nice job! I wonder if there's a more interesting or ominous sky that you could put in the upper half of the picture, since the sky is so prominant? Also I think the base of the columns around the gas pump could use a more natural transition: the columns get light almost all the way to the bottom, but the cement base and ground are almost invisible in darkness, and then the fog on the ground looks brightly lit again. Maybe you tone down the lower bright parts a bit, but give a tiny bit more presence to the base and the ground around there?

Buhby - Welcome! Keep going with that!

Vem - Nice image. The background looks bright towards the center, in a very broad, soft area, but the set seems to be lit from the right, with a hard light producing very sharp shadows. Maybe you could shift the directions closer to eachother to be more believable, use softer shadows, and possibly add some kick or rim light on the roof, tree branches, or other back-lit surfaces? Some sense of illumination coming from those bright gas pump lights could make the front more believable to me.

bymak - Nice image. In terms of genre it looks more like a horror film than film noir, but that's your creative license. The DOF doesn't look convincing, it seems like the whole background is in focus all the way to the distance, but in the foreground the focus goes in and out and then in again. The composition is pretty good, but the alignment of the branches and round sign with the character's knee hurts the clarity of that area, maybe making the building appear further to the left in the background would help that.

Voigg - Nice job. The building looks very bright compared to everything around it, maybe at least a little rim or kick onto the left tree and more light on the ground?

-jeremy

joryayer
05-29-2008, 07:53 PM
joryayer - If you're just using the free PLE version, you might download the latest one instead of using an old one. Or use options guivAg mentioned. Once you get to Maya 8.5 or so, they made a "check versions" options if you click the option box next to Open, so those errors aren't as big a problem as they used to be.


The ignore version option worked! Thanks a bundle!

TheGreat
05-29-2008, 08:02 PM
TheGreat - Nice job! I wonder if there's a more interesting or ominous sky that you could put in the upper half of the picture, since the sky is so prominant? Also I think the base of the columns around the gas pump could use a more natural transition: the columns get light almost all the way to the bottom, but the cement base and ground are almost invisible in darkness, and then the fog on the ground looks brightly lit again. Maybe you tone down the lower bright parts a bit, but give a tiny bit more presence to the base and the ground around there?

-jeremy
Thanks man, very good crits, in all honesty that is the first ever render I have completed.. ill see what i can do

MartyD
05-29-2008, 08:40 PM
Well, here's a first try. Not too happy with the way the fog is going so I'll probably want to take the geometry to a different renderer. And black and white hurts my brain. At any rate, thanks for the challenge.
http://discusions.home.comcast.net/%7Ediscusions/lc15final01.jpg

Vem
05-29-2008, 09:00 PM
Vem - Nice image. The background looks bright towards the center, in a very broad, soft area, but the set seems to be lit from the right, with a hard light producing very sharp shadows. Maybe you could shift the directions closer to eachother to be more believable, use softer shadows, and possibly add some kick or rim light on the roof, tree branches, or other back-lit surfaces? Some sense of illumination coming from those bright gas pump lights could make the front more believable to me.


-jeremy

Thank you,
yes you are right the original picture was lighted from the right.
Original and basic PW:
http://www.avision3d.de/test.jpg

The Atomic blast was a little mistake in Photoshop but i liked it.
The next rendering Ill try to light the scene so it goes with the final.
So I will also try to illuminate the front withe the lights of the gas pumps...

Greetings,
Andreas

kiko77
05-29-2008, 09:20 PM
Hi, friends this and my study thanks.


http://www.kiko3dmania.com/ImageGalleryHandler.ashx?imageId=3b385b44-1bd4-4c10-a2b9-e6c68dfeec03&width=100&prefix=fullscrean&oldWidth=100

guivAg
05-30-2008, 12:12 AM
guivAg - Terrific work! Your image looks great, and thanks for posting your render layers. I think on the right side of the frame that the glow in the sky might diminish with height. If the sky just got darker as you went lower down, then the edge of the hill would look more natural, and the distant would seem more believable in a scene with so much fog near the ground.


First thanks for ur comment ! i was just thinking about how make a black sky with star with a fog around the house, and in the same time keep realistic the image.. so ur comment was helpfull : ) (i mix gradient and depth to cut of the right fog)



A few places look like they could use more shadows, too: maybe the garage could cast a more clear shadow in the moon light, and there could be less volume light running through the full stack of tires. If you don't want to use a real shadow for that, then just a second volume light with a negative intensity emitting ambient might be positioned towards the back and bottom of the tire stacks in that render layer.


effectivly tires are to brgith but i prefer not render again the scene so i take my mask passe to turn off the volume light on it...





so there is an update:

http://img155.imageshack.us/img155/3478/compositecadre3smallmm7.jpg (http://imageshack.us)


high rez:

http://img261.imageshack.us/img261/7624/compositecadre3cv1.th.jpg (http://img261.imageshack.us/my.php?image=compositecadre3cv1.jpg)




anything else to progress ?








@kiko77 (http://forums.cgsociety.org/member.php?u=61372): good start. there is 3 thing who keep my attention: first, you used spotlight with very reconasable pattern for the right lights, but they are clearly point lights.. 2d, the 2 mixed spot effect you used on the left light appears normaly on spot with trasnaprent lampshade like little spot we have in kitchen for example. third, for me you have too many part of ur image in the black. try to get texture on there parts... (that also could be my monitor who is too dark...)
keep going : )

kiko77
05-30-2008, 04:53 AM
guivAg - thank you for your commentary.

kiko77
05-30-2008, 04:58 AM
Hello friends, I am sending two new update, C & C are welcome.
http://www.kiko3dmania.com/ImageGalleryHandler.ashx?imageId=0a40d297-4086-4dd2-a9be-6b87f94e7db6&width=100&prefix=fullscrean&oldWidth=100
http://www.kiko3dmania.com/ImageGalleryHandler.ashx?imageId=17363721-f4c9-4ede-885c-685a3868f43a&width=100&prefix=fullscrean&oldWidth=100

tuffmutt1
05-30-2008, 11:20 AM
Hi all, here's an update on the poster version.

this one is a direct render...



http://img50.imageshack.us/img50/5633/posterbeautynh2.jpg
background pass...
http://img67.imageshack.us/img67/1676/posterbgpassmr0.jpg
Beam shader pass for glows and fog...all combines here...
http://img58.imageshack.us/img58/6366/combinedbeampassdb1.jpg
heres the composite with added color correction and some vignetting, and knoll lens flares.
http://img95.imageshack.us/img95/7126/poster1udaykadkadeou7.jpg

KayPoprawe
05-30-2008, 11:38 AM
@tuffmuff
really nice. If the textures are a bit higher resolution it will look much better. But iam sure u know that.

@kiko77
really nice too. the windows needs a bit detail. its to white.

@guivAg
Nice adjustment in the windows. Nice work also.

@Vem
Nice Mood. I like the night version. with a bit more contrast that will look nice a think.

@all
Overall nice entries to the competition. Good for inspiration and seeing different ideas.

Iam a bit busy on work at the moment and the next weeks, hope i can work on my artwork soon again and can post new process.

bobbystahr
05-30-2008, 02:33 PM
Wow..Very nice MultiPass work...really shows the benefit of rendering this way...also very good and realistic texturing...full marks on this for certain.. ...

kiko77
05-30-2008, 06:38 PM
More an update thank you
http://www.kiko3dmania.com/ImageGalleryHandler.ashx?imageId=c3a7537f-f109-4c31-8d41-0b5f4d6026ae&width=100&prefix=fullscrean&oldWidth=100

ErshadRahbar
05-30-2008, 09:54 PM
hi this is my first post for this challenge

hope u like that

3dsmax 7 v-ray 1.46

pbalsic
05-31-2008, 09:15 AM
Great work everybody!
Here's my another version.

http://img137.imageshack.us/img137/5113/render03jpgpi2.jpg

jojo1975
05-31-2008, 09:43 AM
hello to all, I missed to the start of the challenge (I was modelling, and taking a bit of rest can be good ;) I think the idea to put a thred /send a mail is very good ;)
About the model was create in MAX 8. If you have some problem in setting up the camera check up the scale. Since now there are really a lot of freat work. I will try not to fix too much on the texture but on atmosphere. I will post something soon even if I have to work on my laptop and so i will have to cheat a lot :)
Do anyone know some good link for having a "free" car ;) I think it add a lot of atmosphere an so I was just wonderng where people find it (even if it's not free). As alwasy thanks a lot to jeremy for hosting the challenge.
Jojo

KayPoprawe
05-31-2008, 10:48 AM
Small Update.. Added a bit more realism to the scene. Rain ground fog and small water drops. Additional Water coming down the roof. And added Squirrel Billboard to the scene. ^^

http://www.kaypoprawe.com/chillout_products/310508_filmnoir_wip6s.jpg

Highres (http://www.kaypoprawe.com/chillout_products/310508_filmnoir_wip6b.jpg)

guivAg
05-31-2008, 12:19 PM
nice image kay !
rain and water drops work very well ! i think u can cut the light on the right top to make the light comming out the hole more important and visible..
maybe the fog from the back light of the car is too bright or to hard edged..
what esle?... ur lampshade appears transparent or translucent is that volontary ?
maybe try to burn the edge of the right pillar to make more clear his form.. (i'm not sure this sentences are really english..)



keep it up ! :D


@pbalsic (http://forums.cgsociety.org/member.php?u=133754): nice image to, the stars seems to be too big for me and ur road have crakles but is totally plane... try to deform it a little that could be more realistic...

KayPoprawe
05-31-2008, 03:59 PM
http://www.kaypoprawe.com/chillout_products/310508_filmnoir_wip7s.JPG

highres (http://www.kaypoprawe.com/chillout_products/310508_filmnoir_wip7b.jpg)

Thx for the comments guivAg. Here is a different version. I prefer a solution of both pictures where the light is on and the light is off. 50% less illumination. at the moment its to dark in the right up corner.

the lampshade is a funny thing, i really dont know why there were so bright. maybe coz of the Maya point light with MR Lightshader or shadowproblems. its fixed for now...

Iam not 100% sure if i understand the burn the edge thing, but i think u mean a rimlight on the pillar to give it more shape? I will try that in the next update.

guivAg
05-31-2008, 04:30 PM
yeah that's wath i mean for the rim light...

for the lampshade maybe if there is raytrace shadow the radius is too large...

for the corner try to up the intensity of the ground light.

there is a little details i saw now; the fog in your tires is too bright, normally there no light on there, or a little...



edit: a last idea for ur image: try to down de back light of car a make a light inside the trunk. thats coould be interesting...

KayPoprawe
05-31-2008, 06:51 PM
a last idea for ur image: try to down de back light of car a make a light inside the trunk. thats coould be interesting...

I tried that allready, but it looks strange the last time. I will give it a try again.

guivAg
05-31-2008, 07:03 PM
maybe just a little neon who emits more glow than luminosity, juste to bring the attention on the trunk..
or a spot light on the garage who light the car...

weng888
05-31-2008, 08:34 PM
what a fun challenge :) here's my first post on this challenge .

http://i154.photobucket.com/albums/s275/weng_888/lighting_15_sher_v1.jpg

-shertan

drakjoker
05-31-2008, 09:51 PM
HEHE time to Rock and Roll baby.:hmm: :cool: :drool:

KayPoprawe
05-31-2008, 10:22 PM
a new version..
http://www.kaypoprawe.com/chillout_products/310508_filmnoir_wip8s.jpg

HighRes
(http://www.kaypoprawe.com/chillout_products/310508_filmnoir_wip8b.JPG)
@guivAg
Thx again for your comments and ideas.

@weng888
Nice Entry. Good scary mood. The painted character silhouette looks a bit displaced in the pictures. a real character with rimlighting and reflecting shiny knife blade will give the picture a bit more depth and character in my opinion. if u dont want to replace it, take a look at the shoulder and head. looks weird.

jeremybirn
05-31-2008, 11:16 PM
weng888 - Great job! I think you could do a little more with rims, kicks, and selectively lighting just a few more areas, just to avoid the impression that the shot is underexposed and only shows a few highlights. But tweaks like this should be minor, overall you've got a really terrific image.

Kay Poprawe - Interesting image. For the six light bulbs at the top, it looks strange that they aren't turned on, but they receive light that other objects around them don't. I'd love to see more rim or kick on the man, to draw him out of the grayness a little more.

pbalsic - As I said before, great work! As I said before, some more variety like a shoulder or stripes on the road, or vegetation on the ground, might help the lower half of the image.

ErshadRahbar - That's great! I like the balance of dark to light. Perhaps the moon could contribute more rim light to the edge of the roof, the top of the well, and the tree? Also, the light bulbs could light-up the beams they are mounted on more, to give a sense that they are illuminating the area immediately around them.

-jeremy

KayPoprawe
06-01-2008, 02:38 AM
Okay.. Sorry again a dramatic update. ^^

http://www.kaypoprawe.com/chillout_products/010608_filmnoir_wip9s.jpg

Highres (http://www.kaypoprawe.com/chillout_products/010608_filmnoir_wip9b.jpg)

- added big road cracks..
- changed again the pose of the man
- small trunk changes
- environment reflection on the light bulbs reduced
- pillar rim light change
- added backrim for the man

@Jeremy
Thx for the comment. As u can see Iam working on it.

thundering1
06-01-2008, 03:42 AM
These are all fantastic!
Okay, tossing my first effort into the mix - been frustrating trying to find a mix of lighting from a realistic standpoint to a dramatic film lighting.

thundering1
06-01-2008, 03:43 AM
WOW that got darker that it looked in Photoshop!
Gonna hammer at my levels again - maybe it became darker upon saving as a jpeg - I dunno...

thundering1
06-01-2008, 03:46 AM
Okay, Leveled-up a bit...
And below my avatar it says "Veteran" - I'm hoping this just indicates I've been around a while...? Still just learning the basics for fun in my spare time...

-Lew ;-)

TheGreat
06-01-2008, 04:18 AM
And below my avatar it says "Veteran" - I'm hoping this just indicates I've been around a while...?
lol.. mine says veteran too, if that was the case I should be... turd muffin or something

weng888
06-01-2008, 03:33 PM
hello jeremy ,

thanks :) here are some revisions . added some more rims on the guy , roof and bg . added kicks on the house a little only though on the floor and the van , hehehe . thanks again .. btw am haveing a hard time with my monitor am useing this lcd screen with a low contrast level looks bright everywhere :(

- shertan

kaypoprawe ,

thanks bro , his soulders did look wierd , placed him in silhouette on purpose . although some rims and highlights wont hurt :)


here is the revised image
http://i154.photobucket.com/albums/s275/weng_888/final_noir_v2-2.jpg

KayPoprawe
06-01-2008, 03:45 PM
no problem and its much better. but try to eliminate the black border around him. strong visible in the areas where the rimlight is visible.

weng888
06-01-2008, 03:56 PM
thanks kaypoprawe :) didnt see that ... i just edited my last post and changed the image ... so the page will not be full :) thanks youve been a great help ...

jojo1975
06-01-2008, 05:38 PM
So Here I am.. I've started setting up the light. Now I'm trying with 6 ommi (light the gas statino)+ 1 plane (moon)+ 6 vray materials to simulate the bulb.
I've also try to use this camera, but before texturing I would like to receive some feedback.
This one are obtained with different light intesity . comments are wellcome and also suggestion about illuminationhttp://www.giorgioluciano.net/CgTalk/LC15NoDecay6Lights.jpg

http://www.giorgioluciano.net/CgTalk/LC15NoDecay6lights10intese.jpg

Timothee
06-01-2008, 05:59 PM
Hi everyone, it's my first post on this forum :)
This challenge motivated me to work for myself, thanks to jeremy and greg ^_^
I saw beautiful images, i hope that you will like mine :)

http://revesetimages.raceme.org/albums/album-3d/aai.jpg

Soft : max ; photoshop ; shake

MartyD
06-01-2008, 08:54 PM
An excellent challenge. Picked up a few new software techniques along the way and a couple of methods from the players here in the forum. Really what it's all about. Thanks.

Here's an update to my try: I'm finding it difficult to convey fire without using color or motion. Fire could be a lot better too. And the fog is flat because there isn't really any way to input turbulence. The software did generate a pretty good explosion using a light gel on a shadowless volumetric lamp, but that's for another image. :) The sky and atmosphere were all done in camera at the time of render. No post other than water marks.

The metaphorical significance is obvious but not originally intended. Setting fire to the source of the imminent demise of the planet is possibly poetic but really I was just trying to convey character and dramatic turning point. In cinema however metaphor is everything and, well, there it is. Comments welcome.

Software: Vue 6
Character is from DAZ
Car is a 1950 Chevrolet Fleetline from Meshbox.


http://discusions.home.comcast.net/lc15final02.jpg

iduna79
06-01-2008, 09:32 PM
Ok, I thought I would wait one more week, or two, before I started. But since so many already participate I guess I have to start with something before every shot is already made :) I think this will be my composition and the lighting to start working with.

http://www.tenjin.se/hj/080601_composition.jpg

guivAg
06-02-2008, 10:22 AM
@KayPoprawe (http://forums.cgsociety.org/member.php?u=77770) : ur image looks great now... and ur crakels works perfectly !!! maybe you could ad some textures on the pillar and the wall of station...
can u see anything to Improve mine ?



@Timothee : your ground work very well but ur wood textures seems strange.. i dont really now why but...



i'm gonna make some animated shot for my demoreel so i'l post it soon...

KayPoprawe
06-02-2008, 11:27 AM
@KayPoprawe (http://forums.cgsociety.org/member.php?u=77770) : ur image looks great now... and ur crakels works perfectly !!! maybe you could ad some textures on the pillar and the wall of station...
can u see anything to Improve mine ?
i'm gonna make some animated shot for my demoreel so i'l post it soon...

Thx! The Pillars are not textured yet. The Station Walls have textures. Take a closer look to the Wall at the basement hole. The u can see the normalmap texture structure. Its really hard to show up the textures in the dark areas without blowing the picture up. and ofcourse of the fog the mixture between texture and fog is coming one color.

Ideas for your picture. Afterall its fine, i dont see any missing stuff. Maybe u can put a silhouette from someone in the front window. like in the hitchcock classic "Psycho" with Norman Bates MOM in the window. or adding some detail to the windows like curtain or blood streaks to the window. or adding a old policecar to the scene and a closed crimescene. or maybe put the camera a bit down and rotate it in the Z Axis a bit to get more dramatic. just a few ideas...

here is the latest version

http://www.kaypoprawe.com/chillout_products/020608_filmnoir_wip11b.jpg

Hires (http://www.kaypoprawe.com/chillout_products/020608_filmnoir_wip11b.jpg)

Update:
- Pillars with Texture
- some textures has more contrast

pbalsic
06-03-2008, 02:21 PM
There are very nice works and ideas so far!

Thanks for the comments Jeremy,
I made some small changes and put some vegetation and deformations on the road, maybe I'll put little bit more if needed.

Timothee: I really like the mood and glowy atmosphere, great work!

guivAg: Absolutely great work! I would like to see animation too :)


Here's mine update:

http://img218.imageshack.us/img218/7303/render04jpgcn9.jpg

jeremybirn
06-03-2008, 03:40 PM
pbalsic - That's great! I'm looking at the image and thinking about which places it could use some really dark blacks, just to make sure it still has enough contrast and doesn't look like mostly gray tones. The tree on the left is split by a horizontal line, lighter on the bottom and darker on top, and I think the darker tone is the one you should use for the whole tree. The tree behind the camper and house looks good in terms of realism, but I'd like to see it darker, maybe with parts going closer to black, maybe with a little kick or rim from the moon light on the top of it. The road is looking good, buy maybe it could use a tiny bit less fill light, so the highlights and reflections stay as bright as they are now, but there's less light on some of the darker areas. I think you could do more with the car headlights, lights like that should at least obscure the front of the car a little. The front of the gas station seems to have some lightbulbs turned on, others off, but its hard to tell exactly which ones are on. Some shadows seem to be missing around the left edge of the awning, the light is just spilling out onto both sides of it.

KayPoprawe - Terrific! That's a great scene. For the light on the right, if the bulb is on I'd expect more illumination inside of the lampshade around it. The guy could use a sharper brighter rim on his right side, since the light behind him is on the right. The rain effect is working well in most places, could use a little more on the right side around the right side lamp. Don't let the front of the guy go too gray, or you see that he's blank.

iduna79 - Welcome, good start!

MartyD - Looks good. I wouldn't have guessed it was a fire if you hadn't mentioned it in the text. Could we have at least a little smoke above it, maybe? Or some flames visible or something looking charred or smoldering? Or add gasoline cans right outside the window, or some other connection between the fire and the gas station concept?

Timothee - Welcome! Great way to make an entrace, showing such fine work on your first post here! I like all the work you did with the texture mapping! Maybe the gas pumps don't read as well as they could now, because the vertical highlights and shadows combine with the vertical hoses on the edge to make them look like they might be something transparent. If the lighting were simplified on them to look more like the columns they might read better. I think the glow of the sky follows the shape of the roof a little too well on the right side, try ramping off the brightness of the sky in with a little more round shape that doesn't have the exact same diagonal as the roof. You might add a little more light to define the roof of the well on the left as well. Overall this is already an excellent scene, and I think the tweaks I'm talking about should all be pretty minor.

jojo1975 - Welcome, good start!

weng888 - Great job! That's a really wonderful scene! I think the "film scratch" effect is too much, too bright, and detracts from the image, maybe get rid of that. If the scene needs more brightness, you could brighten the rim on the guy, and brighten the lampshade above the bulb on the side of the station, and put more of a glow around the lit bulbs and headlights. The ground in front of the car looks very contrasty, with two bright pools of light and darkness in between them, you might soften those two pools of light to make them look more natural.

thundering1 - You can change the word below your name (Custom User Title) if you Edit Profile. I'd like to see mroe shading in your scene, so instead of surfaces just being "lit" or "unlit" more of them had nice gradients running from light to dark in ways that indicate their shape.

-jeremy

kiko77
06-03-2008, 05:49 PM
I am posting more a correction
http://www.kiko3dmania.com/ImageGalleryHandler.ashx?imageId=5b3fa26a-7c54-4211-8c73-a32c40b24227&width=100&prefix=fullscrean&oldWidth=100

visua
06-03-2008, 10:28 PM
New approach, pretty happy with the lighting but not 100% sure of the
composition, it feels a tad unbalanced:

http://www.nicz.net/noir.jpg

KayPoprawe
06-03-2008, 10:58 PM
@kiko77
Nice corrections and its getting better and better. I really like it! Maybe u can make the rain streaks a bit smaller/thinner. At the moment it looks more like sleet to me. And the depth of field is a bit to strong.

@visua
good new approach. but the station is a bit to bright. it needs a bit more high contrast areas.

@MartyD
good start. as jeremy sayed, its hard to see if its fire. especially when the picture is a black and white one. so smoke will help. flames out of the windows will be even better, but i think its a bit to heavy?

@Timothee
Wow. Thats a really nice mood. Colors and textures are really nice chosen.

@pbalsic
The Scene is getting more and more detail. I like that. Lighting wise your scene needs more dark areas. Its overall to bright. Especially because your moon is the key, the ambient light looks a bit to high. Coz this scene is a nice and stong backlight situation.

saks27
06-04-2008, 02:00 AM
Hey, well I;m gonna get started on this challange, and I was just wondering:

For the black and white, what are the options? I mean do you render it in color and then Desat it or is there something you can do on the program.

I'm using maya 8.5 w/ MR.

Thanks.

KayPoprawe
06-04-2008, 07:11 AM
My picture is rendered in color and desaturated in post with a bit more contrast, coz i wanted a moody color version of it too.

Zhang3
06-04-2008, 08:25 AM
guys these lighting are awsome!
i really enjoy this .
to kayPoprawe:i wannder how do you make the rain effect ?
nice mood again

KayPoprawe
06-04-2008, 09:46 AM
different layers of particle effects rendered with maya hardware renderer and put together in post. thats all.

weng888
06-04-2008, 10:02 AM
hi jeremy ,

thanks for the c&c as always it's most helpful , here are my tweaks . softened the lights on the floor , removed the film grain , added more rim and more intensity to the guy and illuminated the lampshade a little :)

here is the revised image

http://i154.photobucket.com/albums/s275/weng_888/final_noir_v3a.jpg

image with a cool filter applied

http://i154.photobucket.com/albums/s275/weng_888/final_noir_v3.jpg

thanks

shertan

jberan32
06-04-2008, 10:45 AM
Hi everyone I'm working on my scene in maya right now I'm playing with different angles and comps.

I just wanna ask how to set up my camera and scene geo so that it won't look like a render of a miniature set of a gas station?

Thanks.

tuffmutt1
06-04-2008, 11:32 AM
KayPoprawe...very nice.. neat rain effect.very dramatic.

weng888...superb image.

pbalsic...superb...nice look and feel.like a movie set job. cool


got some time 2day so made a small gif anim of the comped layers.about 800 kb ...so be patient..:)
http://img100.imageshack.us/img100/753/fnprocessod0.gif

KayPoprawe
06-04-2008, 01:24 PM
THX Dude. Nice Comp Gif. :)

weng888
06-04-2008, 02:49 PM
KayPoprawe...very nice.. neat rain effect.very dramatic.

weng888...superb image.




thanks bro . you got a terrific image as well . like it alot

-sher

saks27
06-04-2008, 03:43 PM
Thanks KayPoprawe. :)

weng888: I like the highlight on your guys hat.

Timothee
06-04-2008, 05:48 PM
thanks for all your comments :)

I made several modifications.
My precedent image was maybe too glowy ...

http://revesetimages.raceme.org/albums/album-3d/aaj.jpg

Zhang3
06-05-2008, 06:33 AM
different layers of particle effects rendered with maya hardware renderer and put together in post. thats all.

i get it.thanks for your reply:)

jeremybirn
06-05-2008, 07:38 AM
Wow! Almost too much great work for me to keep up!

Timothee - That's great! A few things could be simplified. The trees above the roof hit the same brightness levels as the sky behind them, maybe making the trees almost black and the sky a little brighter behind them would be clearer. The left side of the well could be much darker. The dark area of the sky coming up diagonally into the upper right corner is confusing, I don't know if it's the edge of the clouds or a part of the landscape that somehow is soft like that?
tuffmutt1 - Nice breakdown gif!

jberan32 - A lot of things can influence our impression of scale: too much DOF makes things look miniature. Putting the camera lower to the ground often makes things look bigger. Texture scale makes a big difference too.

weng888 - Great scene! The blue is especially pretty, it looks like it could be an illustration for a children's book.

visua - That layout and composition could be made workable depending on how you light and render it. You can add interest to the left side with clouds & sky or light on the well or something, and you can take the light off the column that's on the right edge of the frame, so that won't be a problem.

kiko77 - That's great! Really nice scene! A few tweaks you might consider: the vignetting effect seems a little harsh, especially the way the left edge of the image goes black, maybe you could back-off on that, and just crop the scene if you don't want to see that far left. The glows around the light bulbs in the station could be made softer and more organic too.

-jeremy

KayPoprawe
06-05-2008, 07:39 AM
@Timothee
Really Nice.. Looks to me much better. But for the amount of defocus in the picture the station in the middle looks to sharp. it pops out of the image. i think u need a small amount of edge blur for your station. the edges are to sharp.

maybe u can put same grass between the stones or something like that. the glow in the windows appears to me a bit to strong, its not balanced with the rest of the picture. maybe a point to improve. and for the final image u can do a bit more contrast in post?


but overall nice work.

AjiEnrico
06-05-2008, 10:04 AM
@Timothee

Nice work, really like your style! May I ask if you are a game developer? =)
Great texture job and Noir lightning, keep it up

weng888
06-05-2008, 04:21 PM
weng888 - Great scene! The blue is especially pretty, it looks like it could be an illustration for a children's book.

-jeremy

thanks jeremy :) your truely an insperation , appreciate all your c&cs it helped alot ... hope to have a chance to meet you in sigraph ...

thanks kaypoprawe , thanks bro ...

hay guys hope to meet some of you in siggraph ... looking forward to it already ...

-sher tan ,

jojo1975
06-05-2008, 09:21 PM
weng 888 , your image is really good interpreatation of the theme :i really like it. If I have to do a small critique I think the texture of the tree is too simple but great idea really
Thimothee, you rimage is perectly toned. I really like the texture, there is one small thing I notice, the DOF probaly is a bit too hig, it remebers a tilt shift shot. I just commented in positive way I mean the image is really well done :)
Jojo

Buhby
06-06-2008, 05:21 AM
Nice work guys!!

I'm having a bit of trouble creating render layers like tuffMutt has... I mean, I've done render layers with shaders and all that (Beauty, AO, shadow, spec... blah blah blah), but being relatively new at lighting it would be wonderful if someone could point me in the right direction on how to layer my lighting render.

I'll be posting a new version in a few days!

Leonikou
06-06-2008, 06:11 AM
Buhby : When you say, how to layer your lighting render, I pressume you mean, how to treat each pass in compositing? (Blending modes, etc?)

If that is the question, then there are some standard techniques, as to properly stack up the render layers depending on their attributes.

For example, it is more common to start with an ambient pass, or beauty, as your bottom layer, then an occlusion pass would get "multiplied" on top of that, so that all the white information that exists in that pass is removed. If you are rendering specular passes, or generaly passes that contain some information, and you need to get rid of the black colours then you would "Linear Dodge", or "Screen" them on top of other layers. The same goes for the different light passes, eg: a Key Light pass, or a certain Lamp pass.(Screen again).

I hope that is what you were looking for, but if not, just ask again! :wavey:



Wow! Amazing work everybody!!!
(I wish I wasnt that busy this period...:banghead:)


Keep rocking!!! :thumbsup:

MartyD
06-06-2008, 11:52 AM
Thank you for the comments. Here's an update to my try.

Not really happy with the way this one turned out. The image is mostly what I had in mind but the composition isn't really working. Also the quality needs some more attention. Unfortunately something has come up and I'm not sure I'll have any more time. So, well, on the plus side at any rate this was the first time I've tried to put smoke together with this application and the next time will be a lot easier I'm sure.

http://discusions.home.comcast.net/%7Ediscusions/lc15final03.jpg

jeremybirn
06-06-2008, 02:48 PM
MartyD -

Nice work on the smoke and fire! Your work has paid-off in terms of "story points" - the idea that the building is on fire is now visually clear. The smoke is nice looking, it could be better if you got some warm orange light from the fire on it. The fire could also illuminate the center windows of the station. I think you need some diffusion on the fire, as if we were looking through smoke or fog, a little of the same effect you have on the car headlights. I'm not clear if there's supposed to be glass in the window - did all the glass break when daz guy threw something through it? Is there supposed to be glass in the lower window but not the upper? With those headlights in the background, I'd think a little specular kick on parts of the station like that could be motivated.

-jeremy

Timothee
06-06-2008, 03:13 PM
Thanks again for all your comments ^_^
I tried to apply all of them.
They helped me to improve my image, i think... ;)

http://revesetimages.raceme.org/albums/album-3d/aak.jpg

@AjiEnrico : I'm not working for video games but for advertising clips and series since last year ^_^

MartyD
06-06-2008, 05:25 PM
MartyD -

Nice work on the smoke and fire! Your work has paid-off in terms of "story points" - the idea that the building is on fire is now visually clear. The smoke is nice looking, it could be better if you got some warm orange light from the fire on it. The fire could also illuminate the center windows of the station. I think you need some diffusion on the fire, as if we were looking through smoke or fog, a little of the same effect you have on the car headlights. I'm not clear if there's supposed to be glass in the window - did all the glass break when daz guy threw something through it? Is there supposed to be glass in the lower window but not the upper? With those headlights in the background, I'd think a little specular kick on parts of the station like that could be motivated.

-jeremy

Ha ha. Well, at least I've managed the impression of fire anyway. :)
-There are a couple of lights specifically for the smoke. They could easily be 'warmed' up. There is also a light inside the smoke which isn't really showing even though the power setting is cranked. Need to look into that. I'd guess there's a good chance that'd be why the smoke is turning white now that you mention it.
-There is some orangey light visible in the center windows that was washed out when the image was desaturated. Have to think about it. The desaturation also had an effect on the smoke color.
-Haze in front of the fire. That one might be tricky.
-The glass. Well, there is a glass pane on the lower half of the window that could easily have the opacity edited. The pane actually has a baseball sized hole and fractured cracks that would be more obvious if the glass were less transparent. And a glass shard covering a third or so of the upper part of the window which could also be less transparent.
-I'll try to look into the specular settings too if I get the chance. There are still a couple of weeks before the deadline so maybe this other project will fly and I can put some more work in.

Really appreciate the insights. Makes a big difference.

Voigg
06-06-2008, 11:34 PM
Heres what i've been working on, any thoughts would be helpful.

http://i146.photobucket.com/albums/r250/Voigg/comp34-1.jpg

KayPoprawe
06-07-2008, 12:00 AM
http://www.kaypoprawe.com/chillout_products/070608_filmnoir_wip15s.jpg

highres
(http://www.kaypoprawe.com/chillout_products/070608_filmnoir_wip15b.jpg)
@Jeremy
Thx for the comments.

change some stuff in the picture.

- added more textures
- double amount of rain
- rain random directions
- darken the coat
- sharper brighter character rimlight
- switch off the right upper corner light.
- added shiny waterlike reflections on the foreground tree branches

@voigg
Really dark mood. i know, that many people has a moon in there pictures, but your picture is so darken that a really nice big high contrast moon will fit really nicely in the picture. maybe covered by some silhouette of clouds..

kiko77
06-07-2008, 02:42 AM
Hello Friends, a new correction.
thanks
http://www.kiko3dmania.com/ImageGalleryHandler.ashx?imageId=8b004a09-648d-4d0e-8b0a-59d42e3773e4&width=100&prefix=fullscrean&oldWidth=100

pmegele
06-07-2008, 02:14 PM
Hello,

Managed to get onto this one in time.
First approach to determine mood.

pmegele
06-07-2008, 09:11 PM
wasn't too happy with the first one, so i worked on it to get more details in.
http://www.pmegele.de/lighting_challenges/film_noir_VII.jpg

punytjoshi
06-08-2008, 06:01 PM
Hi Every One Finally I have managed to get time for my favourite stuff Lighting challanges, I wanted to work on this challange since long time,and when I saw your works it was really great.Every one did very nice job infact Uday again Rules,Great work man.
Well when I saw discription about this work I decided that for this challange for this challange where you cant use colors much(I decided not to use at all) your composition can be attractive using contrast,and reflection but I did not wanna use much of reflection.
and here is my way of looking at it

http://img380.imageshack.us/my.php?image=mynoir3donegw0.jpg

I did not wanna use colors even when I work in maya so just used white lights and basic lambart shader(Just one blinn for that trailer)
In all it has been great learning experience to do lighting with your favourite weapon(COLORS)
Thanks geremy for giving us such nice challange and will be looking forward for C&C from every one


Thank You
Punyt Joshi

jpiette
06-08-2008, 08:03 PM
Ooooooooooooohhh how exciting! I was just watching "Visions of Light: The Art of Cinematography" yesterday and I've got a bunch of great ideas for things I can do with this. Hehehe...

simrans
06-09-2008, 10:16 AM
wanna try my hand on it

jeremybirn
06-09-2008, 03:29 PM
jpiette - Looking forewards to your entry!

punytjoshi - Nice image. I'd like to see some softer illumination of the environment. if there's all that light coming out of the building, I think some could be providing a kick on the gas pumps or a reflection on the ground. The bottom edge of the right hill ends in a hard horizontal line, maybe try to soften that.

pete1974 - Nice image!

kiko77 - Looking good! I think the "film scratch" effect is a bit distracting, maybe tone that down or get rid of it. The reflections in the ground should be disturbed a bit by the rain and the roughness of the ground. Try to make the light look motivated, right now the spotligths on the front of the station don't seem to come from any light source. See if you can put a kick of light onto the well, as if it were getting some illumination from the station.

KayPoprawe - Still looking good. I don't know why the guy gets so much light on the left, when the illumination is coming from the right.

Voigg - Can't see much of it yet, but keep going!

Timothee - Great work! I think some parts are still a little muddy, hard to read. The roof of the well is the same tone as the sky, that kind of ambiguity could be cleared up in some way.

-jeremy

KayPoprawe
06-09-2008, 05:09 PM
KayPoprawe - Still looking good. I don't know why the guy gets so much light on the left, when the illumination is coming from the right.

Maybe i missunderstand your last comment and it confused me.

Voigg
06-09-2008, 05:46 PM
Well I am trying to not have you see alot more of a John Alton feel. I have really been looking at his work for this film noir challenge. He really never show more than he has to when he lights a set. But where would you like to see more? I am not to sure what you mean.

Voigg
06-09-2008, 07:56 PM
One thing i just noticed at school, it might depended on the monitor too. Because I can see alot more of my sence on my mac than on the HP's at school.

psycosven
06-10-2008, 12:25 AM
hey once again to everyone. Been a little tied up and without a pc for a while. Now I'm wanting to take another shot at these challenges, and this looked like a cool one to go after. Here are 2 renders I have put together so far. As always, I'd like to thank anyone who is willing to offer their thoughts and/or critiques.
http://www.douglaskoski.com/renders/15noir_a.jpg

http://www.douglaskoski.com/renders/15noir_b.jpg

saks27
06-10-2008, 02:23 AM
Hey guys!
well I just got a mac so I'm still getting the hang of it.
I've been working on this for a couple of days so There's still a lot to do.
I dont' have phososhop right now so I can't texture anything right, so the textures are just temp. And can't really mess with colors. :'(

But hows the lighting???

I'm using maya 8.5 PLE. (for now) -.-
so I can't go more than 512 x 512. One of the doors is kinda open so there's light comming out and i'll put a shadow of a guy there. once I can render bigger, details will be easier to see.
I'm rendering with MR and no GI or FG.

C&C's Please!

psycosven
06-10-2008, 03:26 AM
well I tried redoing some stuff a little, added a couple new camera angles and tried some effects in photoshop.

http://www.douglaskoski.com/renders/15noir_c.jpghttp://www.douglaskoski.com/renders/15noir_d.jpghttp://www.douglaskoski.com/renders/15noir_e.jpghttp://www.douglaskoski.com/renders/15noir_f.jpg


comments and critiques are always appreciated.

saks27
06-10-2008, 04:12 AM
psycosven: Hey man.
I really like your film effect. did you do that on photoshop?
I'd say that on the first pic the roof gets a little too lost into the mountain. maybe a rim? just a sutil one. They invented rim lights just for ocassions like that where in B&W the edge of foreground would get lost in the BG. But I like the fact that there isn't much detail just like and old camara would record it. maybe you could light it up a little more*
I like the last shot because it's like a POV shot of some monster or something. (Point of view shot).

I like it! :)

*it as in the roof.... just a little.

psycosven
06-10-2008, 05:16 AM
Hey Saks,

Thanks for the advice, I'll get to lightening up the roof here soon! I was just throwing that stuff together today, so I am sure there are a lot of things I did not think of, and a fresh set of eyes always helps.

The film effect is pretty simple. use a slight bit of a radial blur to get the edges fuzzy, then to that layer I also used a lense blur (just played around with that a bit, gives a good grain effect). Then I made a duplicate of the layer and did a render>Fibers. With that I color burn for the layer style and adjusted the opacity until it looked decent. then added a blank layer and made some black line of different thickness, those I gaussian blurred and adjusted the layer opacity until it looked ok. Then I took the oval selection tool, filled a selection with black fill and added a layer effect white stroke outline. That layer I adjusted the opacity until it look decent too. And that is about it for the grain effect, hope that is easy enough of an explaination to follow through.

Thanks again for the advice!

saks27
06-10-2008, 05:49 AM
Hey Here's another pic. showing some closeup. I like this view, it might be my final persp. Is the bounce off the door to the wall too much?

Crits. Thx, :)

EN1GM4
06-10-2008, 07:00 AM
Hi Jeremy and everyone! I naturally speak spanish so, sorry if I get some mistakes. Well Congrats to everyone there are some amazing works here, i hope to get the level!!.

Well lets get to the point, not only to get some feedback but to give a little im going to put some of the procedure ive following to work on this, i hope not to make SPAM, anyway im gonna put it as links.

Well first of all i made a light dome, i made this as part of a work for university, the function of the light dome is to emulate a kind of ambient occlusion, or sky light.
there are some links of the process:

Creating lightdome rig: http://img136.imageshack.us/img136/1825/imagen15rv2.jpg
Light dome Imported to the scene: http://img136.imageshack.us/img136/5453/imagen17dc3.png
This is a render of the "night" simulated light: http://img136.imageshack.us/img136/8413/setlightdomecd0.jpg

And... this is my first progress, it is a simple image just the set of lights, and some shaders. i thought it was good for some feedback:

http://img120.imageshack.us/img120/2599/iluminacion2jd9.jpg


Im Triying Blender make human, to put some people a little fast on the scene .

jojo1975
06-10-2008, 12:15 PM
@ Jeremy :)
well I have a question for the guru on the forum. I was doing some trial last days, using 6 lights, fill light, rim light, two omni for the gas station and added tow spolight but then I had an idea.. after looking at this wonderful paper http://graphics.ucsd.edu/~henrik/papers/night/night.pdf and seeing that day light has 5 time magnitudo more than dark night.. I was just thinking any one ever tried to do a daylight scene (for example using GI and sun) and then toned in blue using post proc like in the famous night effect ? does is it used ?
Since I have not a lot of time for the shaders ;)
I hope also that the paper will help I've found it very interesting Hope to see some comment about this subject ;)

hbeachman
06-10-2008, 01:04 PM
Hi
Thanks to Jeremy for a cool lighting challenge. Here is my first wip. Trying to light it in the style of noir films such as The Third Man, Touch of Evil and Out of the Past. Dealing mostly with the composition and the postitioning of the lights to draw the viewer to the body.
Using Maya 8.5, Mental Ray for rendering. Many passes which are then comped in After Effects.

Cheers

http://videogamepaintings.free.fr/hamish/H_beachNoirRender.jpg

saks27
06-10-2008, 04:13 PM
Well I'm just tryin to learn to see here, so if my crits are wrong someone should say something :)

hbeachman: Hey. well i think you're getting the Film noir-ness down pretty good. The only thing is that I keep looking at the cross back there, it seems unusually bright. Although if on purpose that's pretty good symbolism. Same thing with the tree, I mean I like how it looks lit from below to make it look kinda creepy. I guess there's a window in the back of the house that's lit, but it just kinda draws my atention. Maybe turn in down a little?
and I think the spec on the roof could be turned down just a bit too.
but man besides that it looks great. I like the dead guy. (or maybe he's sleeping) ;)
oh and I was just wondering what the shadow of the light on the guy was.

EN1GMA : Saludos de Venezuela! :)
Well man I like your fill light stuff. I want to try that later on. It looks like there's a few things going on in that rig. Could you explain it a little. I really wanna know. :)
The only thing that is kinda throwing me off on your pic is the light on the side of the house. is it a lamp hanging down? I think it should have a little more bleed instead of a straight line. you know? like duplicate the light and open the cone angle a little and blur the line. and maybe a little bounce light on the top part of that wall. the light just looks like it's comming from nowhere.
But I really like your fill man! :)

Wheiraucher
06-10-2008, 08:44 PM
http://img515.imageshack.us/img515/8098/filmnoirredlight2wf7.jpg

Hi all. This is a great challenge and I'm glad to take part in it. Here is my first wip image. I'm trying to create a scene where the gas-station is beeing used as a whore-house. kind of a gloomy place with strong red curtains.

This image is in a very early state, and camera perspective as well as overall compostion of elements might change drastically as the challenge continues.

Hope it is not going to be too colorful for a film-noir image. I tried black and white, but color was too important for a redlight district kind of image. Will have to be careful not to make a neon and chrome type of image.

David

kanooshka
06-10-2008, 09:40 PM
I'm really hoping to get an image up tonight! But, in the meantime...

Wheiracher: Nice images with interesting color choices, I like a change. Are the lightbulbs giving off red light or is that just reflected light from the curtains? I might suggest putting some moonlight in to add some rimlight to some of the forms, mainly the gas pumps and the side of the building. Hopefully that would make this image pop a little more.

hbeachman: I love it. The camera almost makes me feel like a first person view from another body on the ground. I'm not too sure about the sky, at least if this is a night image. Maybe adding a very tiny bit of bounce light to the gas station in the back and the well and front, but only a very little amount.

En1GM4: Great start I love the color choice of the lights. I'd like to see some more bounce light especially on the left side of the gas station between the light fixture and the roof. Keep going!

jeremybirn
06-10-2008, 10:57 PM
hbeachman - Welcome! That's a cool image! I think maybe the light on the well draws out something unrealistic about it, maybe the lack of texture on the mortar or the lack of shadows or occlusion of the stones. Maybe take the light off the well if you can't make the well look better. The guy on the ground has a bright bevelled edge that could be the bottom of his upper body, if you could darken that or make things more continuous he would look less CG.

jojo1975 - Thanks for the link! Why don't you try the approach you want and post the results?

EN1GM4 - Welcome! I'm happy to see that you are posting images of your lighting set-up in addition to the final product. I don't think the shadows are working from your light dome, it seems as if the spot lights cover too broad an area, so there isn't enough resolution to catch details in the set that should get that "occlusion-type" look. See if you can narrow the spotlight beams or turn off dmap autofocus. Somehow, you need to get the shadows framed more tightly around the buildings here. The lights on the set look a little too sharp, softer shadows there could make them more believable.

saks27 - Good start! The bounce light you show in close-up should just be broader and softer. Turn off emit specularity so there aren't any highlights in it. You can play with procedural textures if you don't want to use photoshop, or download texture maps you find free on the Internet and work with ways to project them onto the geometry.

psycosven - Interesting set of tests. The post-processing make them look like images scanned from a book. I think you could really bring the road to life more in some of those, with highlights reflecting off it as if they were from the light sources across the road. I think the haze and glow of the sky covers the whole crescent moon, though, so there shouldn't be a dark side of the moon that's darker than the surrounding sky.

Voigg - Instead of just callibrating your monitor, try a little research. Find some black and white images you love on flickr.com or rent a movie where you love the cinematography and grab frames from the DVD to save some reference images. Then work on comparing the use of different tones in your lighting to those reference images.

KayPoprawe - Sorry!

-jeremy

KayPoprawe
06-11-2008, 12:34 AM
@Jeremy
No Problem and greetings from Frank Petzhold. Maybe u remember him....

@all
good new entries from all of you guys. it shows up some new aspects, different lightmoods and storytelling. keep the good work.

kanooshka
06-11-2008, 05:53 AM
Hey everyone, I got something done for tonight so here it is. For my lighting setup I have:

Key_Spotlight: inside the gas station casting the silhoutte and light through the blinds. (looking back on it now I think I want to get rid of the light being cast in the upper right corner)

4 Fill_Area lights: spilling light out of the windows casting soft shadows. I tried using depth
mapped shadows but I just couldn't achieve the softness I wanted in the
shadows. (I'm also debating on removing the window in front of the door. I think the bright door could take the attention away from the sillhoutte)

12 Fill_skylights: casting blue skylight

2 Spot Bouncelights: these do not cast shadows and there will also be more when the image is more complete.

I think texturing and shuffling some models around will make a big difference. Tell me what you think, Thanks!

http://dockay.com/CGTalk/LightingChallenges/FilmNoir/film_noir_composite_01.jpg

pbalsic
06-11-2008, 09:31 AM
Hi,
i tried to do as you said Jeremy and made some changes.
I worked a little bit on dark tones and more contrast too.

kanooshka: very nice start, I like the camera angle. As you said, the textures will make a big difference.


here's the update:

http://img74.imageshack.us/img74/4392/render03jpgjz3.jpg (http://img74.imageshack.us/img74/4392/render03jpgjz3.jpg)

Shordy
06-11-2008, 10:59 AM
Great start very well done @all

@jeremy great concept for a contest

im trying to catch the characteristic of film noir and think about the technic used at this time to light up there scenes. I found nothing concrete proposal but i belief they used heavy spots to produce light Situations and big dark shadows. Hard to rebuild and understand.

here is a very early first try to test the lighting without gi etc. I used three spots and bokeh effects without a falloff. One for the tree, one for the house and one for the car and trailer.

i will also add some people in the scene if the time went not so fast. I think about a murder and a driver with running engine to carry the murder away :)

http://www.cg-creatives.de/files/FilmNoirChallenge_shordy_v1.jpg

greets from germany :)

Shordy
06-11-2008, 11:20 AM
i added some moonlight and changed the color of the light to something like metal halide will look. no post work atm

http://www.cg-creatives.de/files/FilmNoirChallenge_shordy_v2.jpg

Shordy
06-11-2008, 11:43 AM
now i will start texturing and get the people in the scene...

http://www.cg-creatives.de/files/FilmNoirChallenge_shordy_v3.jpg

Shordy
06-11-2008, 02:28 PM
sorry for spamming this thread... :)

http://www.cg-creatives.de/files/FilmNoirChallenge_shordy_v4.jpg

jojo1975
06-11-2008, 04:43 PM
yeap I will do some test rendering and see the results ;)

Voigg
06-11-2008, 05:34 PM
Ok, thanks Jeremy I will work on a new sence and put it up when I am done.

AirmanCS
06-11-2008, 11:04 PM
Hi everyone, here it is my first post. In this scene i put the main lights and the idea is to use this for my texturing work, anyway im waiting for your comments and hope to be going in the right direction, good luck all. :thumbsup:
________________________________________

http://img81.imageshack.us/img81/1131/firstiimageod7.jpg

By the way sorry if my english isnt too good.:blush:

drakjoker
06-11-2008, 11:49 PM
http://img339.imageshack.us/img339/2449/lightingchallenge01jl5.th.jpg (http://img339.imageshack.us/my.php?image=lightingchallenge01jl5.jpg)


I know I need some work with it can someone give me some way to go about it please?

Shordy
06-12-2008, 08:19 AM
i changed the lighting of the trailer to throw a big shadow to the house. i also added some textures... i think actually its to clean...

http://www.cg-creatives.de/files/FilmNoirChallenge_shordy_v6.jpg

jojo1975
06-12-2008, 11:31 AM
@shordy I think in this way the scene looks a bit too cluttered, and also the texture of the asphalt seems water, great work overall :)

pmegele
06-12-2008, 12:39 PM
hello shordy,

your image looks really promising. i am wondering though where the superbright light from the right comes from. i find it a bit distracting. really like the left part of the image with the car and the high contrast.

hbeachman
06-12-2008, 01:13 PM
Hi
Thanks for all those comments.

Reply
Thanks to you for your feedback.
To Saks27- The cross is there for some sybolism as well as the tree. I have not been that happy with that section. My issue is that the tree and the cross have the same levels so seem to competing with each other. I think I will have lose one of them or make on darker than the other. In regard to lighting the tree I was wanting to light it dramaticlly rather than correctly. And yes the roof spec needs to be turned, not that happy with the texture right now. The shadow on the guy is from a tree. Have adjusted that to make is a little more readable.

to Kanooshka
The scene is a night time. Background needs some work, looks a litte too evenly lit. I thinks its looking a little like some old film where its a back projection, but thats a happy accident. I have toyed with the bounce on the house. Its caused me some torment.I really want to make it lighter! But wanted to get have areas of darkness, as film noir is full of it. Part of the reason for this was that these where cheap films. Post war there was not alot of film around so they had to shoot fast and cheap. Of course there is the great talents working on the lighting, who set the lighting up to strengthen the mood of the film. So thats my dilemma right now. To light or not to light.
To Jermey
Thanks alot. Yes the well area is not there yet. I have tried to get some bump action in the mortor but its getting lost in the brightest part of the base when I am comping it together. Will be going over it again. Will get that highlight sorted on the body also.

Shordy
06-12-2008, 01:16 PM
thx for your comments, i changed the light and the car...

http://www.cg-creatives.de/files/FilmNoirChallenge_shordy_v7.jpg

hbeachman
06-12-2008, 01:22 PM
Hi all
Here is a layout of my render passes and how they are in After Effects. I have maybe gone a little nuts with the amount of passes, but I have found it can be super fast to break a scene down into chunks. Then its easy to make different lighting setups, different renderers etc.
I tend work like this all the time now, I find it very fast and creative workflow. Hope someone finds it interesting.
http://videogamepaintings.free.fr/hamish/AfterEffectsLayers.jpg



http://videogamepaintings.free.fr/hamish/Layers.jpg

saks27
06-12-2008, 05:09 PM
Hey guys,
I'm having a hard time finding a good night sky background pic for my scene.
any advice on how to find pics like this?
good sites, etc

kanooshka
06-12-2008, 05:25 PM
You could always try taking one yourself. But if you want to find a good one you can always google search night sky or for inspiration go to http://www.flickr.com

saks27
06-12-2008, 05:39 PM
Thanks kanooshka, actually i just found my camera, i have a bad camera so i don't know how good of a pic i can take. I'll look in flickr though. :) thanks


are there any other sites anyone can recommend? or any other way of finding pics like that?

saks27
06-12-2008, 09:43 PM
Hey guys. Here's an update.
Still textures are temporary. Thinking of adding some kickers of window light on those columns.
Using maya PLE. Rendering with MR. no FG or GI

Crits would be great THanks!

bugzor
06-12-2008, 11:02 PM
saks checkout http://www.cgtextures.com/ > skies

saks27
06-13-2008, 12:01 AM
Thanks Bugzor that site is great.

wasimattar
06-13-2008, 08:00 AM
Uploading the first shot of what i have done.

Which is not from that era but will soon get converted to the film noir era I wanted to show a dark side of the petrol pump which is stalked by a lady serial killer.


http://img390.imageshack.us/img390/7219/film02jov0.jpg
http://img390.imageshack.us/img390/6348/film01jai7.jpg

wasimattar
06-13-2008, 08:17 AM
Just my first step in converting my file into Film Noir Erahttp://www.geocities.com/wasim_at/film01gray.jpg

NearFantastica
06-13-2008, 01:57 PM
Wassimatter - I think you might have a little too much ambient light in the scene. I'm quite distracted by pitch black sky and the hills because where they meet seems a little flat. Maybe a sky would help? Possibly?

jojo1975
06-13-2008, 08:27 PM
Ok three new test before starting with the shaders. I'm going "classical" this time since I've problem on my slow PC. So no GI no FG, just dome light and old school ;)
Here three shot. Since I will have not much time I think I will go with the thirs one since it's a bit unusual. I will post tons of reference in the weekend
http://www.giorgioluciano.net/CgTalk/LC15Lights1.jpg
http://www.giorgioluciano.net/CgTalk/LC15Lights2.jpg
http://www.giorgioluciano.net/CgTalk/LC15NoChevy.jpg

wasimattar
06-14-2008, 06:09 AM
NearFantastica-Thanks for ur tip and I will sure work on that and next thing that i would do is adding a sky I was actually going to do that.thank you I will also do something to the ambient light and upload the updated version pretty soon!!

thank you

wasimattar
06-14-2008, 06:13 AM
Jojo1975-work a bit more on the shadows and try to get the depth in the pic

jojo1975
06-14-2008, 11:19 AM
Thanks for the sugestion.. changed light and added contrast

kanooshka
06-14-2008, 05:53 PM
Great work by everyone, I love seeing all the different variations and interpretations.

jojo1975: nice to see you continue with the challenge! Good compositions, out of those three I think I'd choose the first one, it seems to be the most visually interesting. The big reason I don't like the 3rd one is because it's fairly symmetrical. I'm sure you could pull it off though.

Wasimattar: Good start, I really like the sky/moon color and angle. It hits off the of the tree very nicely. I'm not too sure how I feel about the orange and red lights. My suggestion would be to make their shades a little closer. As it is right now, my eyes can't decide whether to look at the red light or the orange and it makes it kind of confusing. Looking forward to the next step!

hbeachman: Thanks for the breakdown! it's always helpful and interesting to see other artists' processes.

I've had the opportunity to make some more renders myself. I also thought it would be a good idea to show my inspiration for this piece. The image that inspired me can be found here: http://www.lafterhall.com/film_noir_0013.jpg I'll glady explain my process and show my render passes if anyone would like me to post them! :)

Straight rendering with PS compositing:
http://dockay.com/CGTalk/LightingChallenges/FilmNoir/film_noir_composite_02.jpg
Grayscale:
http://dockay.com/CGTalk/LightingChallenges/FilmNoir/film_noir_grayscale_composite_02.jpg
One Tone:
http://dockay.com/CGTalk/LightingChallenges/FilmNoir/film_noir_onetone_composite_02.jpg

jojo1975
06-14-2008, 07:15 PM
@ kanooshka thans for the sugestion, even if for material and shaders I will go with the third one trying to change a bit not too have too much simmetry ;) tomorrow I will start to do compose some render in PS

pbalsic
06-15-2008, 12:37 PM
kanooshka: That's really nice! The textures are great! The only think I would change is the red metal texture, it looks too clean, and maybe the pillar is too bright.

hiva61
06-15-2008, 08:51 PM
Hi Jeremy, Thanks for your Tips in my 3 last images , i learned a lot .

in this new image as you told before i tried to create Film Noire , so i Lit it as a Low key Lighting , I dont know how much i could reach that , of course i added some grain to be a little close to real camera and old films .
http://i244.photobucket.com/albums/gg28/hiva61/completesceneJPG.jpg

hbeachman
06-16-2008, 01:13 AM
kanooshkaHey your render is looking great. The colour on is looking cool but in the B&W redner the ground that is the background, (which is blue in your colour) is looking too even. Maybe you could have the falloff to the black more dramatic perhaps. And in the car one if the windows is looking a little to bright. Are these 3 renders passes you layering in PS?
Love the light play through the blinds. Good camera angle too.

Hiva61
My suggestion is that you make the hills darker, so the house pops out of the render better. Or it might be atmosphere like fog that you are putting in there? And on the texture front you might tone or scale back the grunge a bit. Looks too big for the house in parts... Coming together otherwise.

kanooshka
06-16-2008, 02:57 AM
hbeachman: Thanks! That overbright window was giving me lots of problems. I think what's causing it is a reflection from the ground. I think what might actually fix it would be to get rid of the window itself, it probably won't even be noticeable in the render. As for the passes, I actually have 10 passes that I used that I'll show with the next image I post.

pbalsic: Thanks for the encouragement, I was thinking the same thing about the red metal!:p

I hope to post a new render sometime tomorrow, with these issues fixed of course!

wasimattar
06-16-2008, 10:27 AM
kanooshka- thanks for ur suggestion would work on that and submit the image a soon as possible

Leotril
06-16-2008, 10:45 PM
Hi .. I did some heavy post in AE on this one !! using GI FG .. i try to improve on the beauty pass that i didn come out that great .. hope is a start

http://i298.photobucket.com/albums/mm255/Leotril/Film%20Noir/beauty1.jpg

xwolf
06-17-2008, 12:47 AM
I have seen great works from everyone in here, this is my first approach to the scene, comments are well received!!

http://features.cgsociety.org/gallerycrits/223793/223793_1213659863_large.jpg

jojo1975
06-17-2008, 04:16 PM
Probably I will put some silhouette on the windows. A bit of work. Rendered in passes and then composed in PS. I will try to post a lot of renference on my website this week. Sorry but first work is taking me very busy. Great entry from all since now
http://www.giorgioluciano.net/CgTalk/LC15candidate.jpg

EN1GM4
06-17-2008, 10:06 PM
Hi to all!, well first im gonna thank all who gave me some feedback.

Second, I will try to explain about the light rigg, Sacs27 was pretty intrested on that and maybe it would be useful to someone, once again I hope this wont be SPAM.

First, I created a light and in the hypershader I duplicate it and connect several properties, then when it was connected i duplicated it with those connections to get 5 lights and one light wich wil be which will be the leader light and will influence the properties of the other lights. IMAGE (http://img171.imageshack.us/img171/1995/imagen15fe0.png)

Then, i group and duplicated it in two levels and resize to get the shape of a dome, after that i created three locators and i aim parented all lights to one of the locators so the lights always point to the locators. IMAGE (http://img162.imageshack.us/img162/912/imagen14am8.png) This way you can control the direction of all the lights on all the levels of the dome and with setting the attributes of one light on each of the levels i influence all the other lights with to be like the leader.

It is a simple rigg, but it could be more complicated and could get amazing effects, like simulate a sunset sky, i hope you understand me cause im not so good with english :s.

Now my Render, I corrected some errors of resolution on the shadows, and add some things like the detective, I also set a decay on the lights to get more tones on the scene, there will be a path of blood from the gas station to the well.

I hope start the texturing process after your feedbacks THANX !

http://img66.imageshack.us/img66/8533/iluminacioncorregidapa3.jpg

Kanooshka: Cool! What about a little fog?

hbeachman: Great rendering system!! I will try to use it on coming works!
jojo1975: Thats great!! Could you tell me where can I get some great sky like that?

ErshadRahbar
06-18-2008, 04:53 AM
hi jeremy

i read ur reply and fix problems
thanks alot

juansilva
06-18-2008, 05:01 PM
Hey guys. Great entries so far! Looks like everyone's trying their best on this challenge.

Here's my entry for this one.

http://img354.imageshack.us/img354/9532/filmnoirbwld9.jpg

And here's the color version before the Desat Post-work, which I thought looked kinda nice too. :P


http://img354.imageshack.us/img354/8227/filmnoircolorku0.jpg

Hope you guys like.
All crits and comments most welcome.
Cheers.

punytjoshi
06-18-2008, 06:46 PM
Hi To all

This is my improved version of my last post tried to improvise as per the suggestions/critics I received will be looking forward for your critics and comments.
Punyt Joshi

jojo1975
06-18-2008, 08:04 PM
I take a HDR image (flickr is a great source) selected the clouds, adjusted levels and used as background while compositing.Remember that at night clouds can be very luminous as posted in my previous post :)