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LAV
11-25-2008, 09:36 PM
Hi all! I love this scene (my compliments to the modellers)! So I quickly set my interpretation of the rebirth of the light ;)
I put attention in the textures, too, cause the light is in the matter of the reality.

Lightwave 9.5.1, Athlon 64 dual, Win XPsp4
Lights: HDRI probe (sky), 1 Denis Pontonnier's Infinite, 5 Denis Pontonnier's Tube, 4 standard spot.
I used the fast GI solution (Final gather) and a lights setting to achieve a little more contrast (I love so much).
12min to render with 3 AA level

http://digilander.libero.it/dartrender/temp/1.jpg

http://digilander.libero.it/dartrender/temp/2.jpg

wasimattar
11-26-2008, 10:09 AM
Hi
i have tweaked the day light and also tried my hands doing night lighting....
http://i276.photobucket.com/albums/kk28/wasimattar/texture_04.jpg

http://i276.photobucket.com/albums/kk28/wasimattar/texture_05.jpg

BlenderFan
11-26-2008, 02:19 PM
I am having trouble texturing the building by conventional unwrapping, and I am curious to know what techniques people have used to do so. Did you just unwrap it the standard way, use a tiling texture, or project an image on to the geometry? It would help me out if somebody shared this. Thanks.

shantanut
11-26-2008, 04:06 PM
hi blenderfan, if your doing it in maya just use automatic mapping. things will fall in place



I am having trouble texturing the building by conventional unwrapping, and I am curious to know what techniques people have used to do so. Did you just unwrap it the standard way, use a tiling texture, or project an image on to the geometry? It would help me out if somebody shared this. Thanks.

pedrojafet
11-26-2008, 04:13 PM
Hi there, this is my first post here. The texture is default.
As soon I can, I will change the texture...
Comments are welcome.:)

There are 3 moments os the morning natural light:

http://www.27digital.com.br/nm/c_NM_4am.jpg

http://www.27digital.com.br/nm/c_NM_5am.jpg

http://www.27digital.com.br/nm/c_NM_6am.jpg

kanooshka
11-26-2008, 05:33 PM
pedrojafet: I really like your light colors. I especially like the first image 4:00 AM, I would just like to see the exposure increased.

pedrojafet
11-26-2008, 05:57 PM
Thanks Kanooshka. First, I will apply some surface textures.
But I will remember to super-expose that light when render, to you...rs
Thx.

Fex
11-26-2008, 07:34 PM
@pedrojafet: hey very nice renderings...which renderer you use ?
maybe it would be better to rotate the t-rex or change the camera position slightly cause
the windows that are behind look somewhat strange...only a idea
keep on going

pedrojafet
11-26-2008, 08:20 PM
Thx Fex.
I did it with Maxwell Render, over Lightwave.
I have the Vue software too, and I will do some tests with this scene there.
I like the Vue Rendering, but it's too heavy (slow). But w/ quality...
So, sometimes I like to do the same snapshot with FPrime, LW, Maxwell, Fry, Kray
and play as composition with them.
Thx your words.
BR.

visua
11-26-2008, 08:55 PM
Some progress, I'm obviously going to model actual light-fixtures
for the spots later on. The textures need some more lovin, and I havent touched
the floor and it's props yet, the same goes for the ceiling.

When I feel happy with materials I'm going to explore more interesting cam-views.

pedrojafet: Nice, what about rendertimes in maxwell?

http://www.nicz.net/naturalComp2.jpg

Jake256
11-27-2008, 02:54 AM
Thought I'd give the scene a try after seeing Rockmed's post at Luxology's site. Tough. Big scene.

Rendered with Modo. Used environment, to area lights on either side for the walls, spots up to highlight the ceiling structure and panels. Working on lighting the side galleries.

Just started using a different gamma workflow in Modo and it seems to work pretty well. Still have a lot tweaks though.

[/url][url="http://img206.imageshack.us/my.php?image=91246872dq2.jpg"]http://img206.imageshack.us/img206/937/91246872dq2.jpg (http://imageshack.us)

(http://g.imageshack.us/img206/91246872dq2.jpg/1/)

zero08
11-27-2008, 12:34 PM
Hi everyone,

This is my latest update with some textures and a little bit of tweaking here and there. feel free to give comments please. Thanks

http://i377.photobucket.com/albums/oo213/zero08_photo/Museum_F_darker0000.jpg

pedrojafet
11-27-2008, 01:01 PM
zero08,
Very nice entry! Loved, congrats!
What's your rendering engine?
BR

zero08
11-27-2008, 01:13 PM
Hi pedrojafet,

Thanks I'm using mental ray in maya then i combined the layers in Digital fusion. I have a rough fog , light rays and beauty pass.

jeremybirn
11-27-2008, 03:11 PM
zero08 - That's terrific! Wonderful image! I love it! The dino on the right reads fairly well, I wish he were punched-up just a little so he popped out of the scene more. Maybe more blue light reflecting off the top, more yellow light on his tail from the right, and just a little more contrast overall? The dino on the left doesn't really stand out much, his nose is hidden behind a case and he doesn't have much light on him. A little more contrast and maybe moving the display case or something might help. I like the glass reflection on the left-side sign. You could probably do more with defining some of the other glass in the scene, reflections or rims of light along the edge could both help. Some reflectivity on the floor also could bring interest to the scene. I like the stained glass along the back, maybe those white squares in the bottoms of the windows could be replaced with more colored glass. (I also wonder if any more colored light could be illuminating the scene near it? Just a thought.)

visua - Looks good! The ceiling is so much brighter than the walls that it almost doesn't look like the same scene, maybe get more sky light coming down lower, and try to get more contrast there. Inside a little more bounce light could help inside the arches. Through those doors at the end it would be nice to see ground outside instead of sky, since we're looking downwards. The dinos could use some dark tones so they get some nice contrast.

pedrojafet - Nice idea to study different times! The key to making a scene look "dark" is not to over-expose the whole thing, but to be selective about where the light is placed. Use dark shadows and a lot of contrast, selective highlights and reflections and rim light to bring out detail where you need it.

BlenderFan - I'd probably use a lot of projections, and maybe some 3D procedural textures.

wasimattar - Those are great! The different signs and display cases and glass around the displays seems inconsistent, some of those rectangles are going too bright others too dark. The night scene is starting to feel really nice, see if you can get some light onto the ceiling or get something from the skylight.

LAV - Nice work. The thing I like most about the first one is that you have some contrast making the dino on the right stand-out clearly. If the camera panned to the right to show more of him, and there were a rim of light on top of the other dino, they could both really pop. In the 2nd one, or any image where there's a wall framing a part of the foreground near the camera, you can darken down that wall on the left and the scene will look better.

davidsharp - Nice work! It looks like you're starting to develop something really well thought out with all the extra lighting and banners. You'll really need to focus on the glass rendering at some point, and need to find a way to make the left dino stand out in the shot. The right dino reads well with the sun on him.

georgedrakakis - Nice work. Focus on fill lighting, to extend the illumination around the dinosaurs where light would bounce on them. You could use a little work on the glass too.

Guy-zmo - Welcome! Nice scene! I like the color contrast, but it would be great if the blue were a little less saturated, and more of that yellow light illuminated the set, just to help tie things together. The two dinos could both use yellow rim lights motivated by the lamps in the background.

-jeremy

jeremybirn
11-27-2008, 03:16 PM
hi am posting some more renders. trying to test how light interacts with different materials. Also, trying test my render times. I am doing it in maya. Its taking about 30 mins in maya software render and about 15 mins in mental ray without Fg or Gi. just plain renders. there are like 2 omni`s. 2 areas and and 2 spots.

Will be getting onto the concept part and the shading and texturing part now.

Shantanu -

Those tests are good starts. I think they could both use more contrast, so that the range from light to dark makes use of the full range all the way from black to white where needed.

I see you are posting from Mumbai. To you and other members from India, I just wanted to mention that all of our thoughts and best wishes are with you. Mumbai a place that I'd love to visit myself at some point, and I hope you and your familiy and co-workers are all well.

-jeremy

jeremybirn
11-27-2008, 03:50 PM
kanooshka - That's looking good! Really solid feeling overall and nice lighting. I think some really subtle, soft lighting could help bring out the dino's heads and the mouth and teeth of the t-rex. You could use some light or reflections on the glass from the light fixtures in places, and a little light on the bottom of the left sign. I wonder if the back windows could use some reflections or highlights or something visible outside, just something other than pure black?

COBRASoft - Nice solid feeling overall in the room. The black dinos aren't really working, get some light on them. I think the ceiling area might have a bit too much fill light so it lacks contrast, but lower down in the scene some more fill and bounce could make the lower arches more natural. The reflections on the floor near the doorway don't seem to match what they are reflecting. I like the fact that you can see into one of the display cases, maybe a little more light on the skulls would help there.

BlenderFan - Interesting "3D movie without the glasses" look on the 2nd one. :) I still think what I posted in post #236.

e-maje - If you're going to use occlusion, you should really render a fill light layer with overall soft illumination, multiply that fill layer by the occlusion, and then add the other lights on top of that. The other lights can have their own shadows, but don't need the occlusion. Try to do more to tie your whole scene together, carry the cool light down from the windows, the warm light up from the spots. Where you actually see a light source, such as on the back wall, you might work on the direct appearance of the light, get a white-hot spot that isn't so saturated, and add a glow around it.

Leotril - Looks good! Nice classical lighting, nice treatment on the lamps. You need some softer light coming from the windows, I think, and some more soft illumination from the lamps. I don't really feel the purple light from the sky entering the scene yet. With all that red light on the right, you could do more with rims and fill from it extending into other parts of the scene.

gEarMon - Welcome! Good start with the t-rex and a terrific bone texture on him. I'd like to see some light on the other dino.

EricFerreira - Nice job! I think the sunbeam on the back wall gives that area the highest contrast in the scene. Putting the most contrast onto the far wall tends to draw it closer and flatten the scene, so I'd try for less contrast there and use the sunbeam to highlight something else. The dino on the left could use some light on him.

Have a great Thanksgiving everyone!

-jeremy

LAV
11-27-2008, 06:13 PM
Very kind and useful your suggestions, jeremybirn. Really appreciated.
You are doing a good work :)

Edit: Hope I've understood your ideas..

http://digilander.libero.it/dartrender/temp/3.jpg

http://digilander.libero.it/dartrender/temp/4.jpg

zero08: great image, congrats! :bowdown:

georgedrakakis
11-27-2008, 09:27 PM
georgedrakakis - Nice work. Focus on fill lighting, to extend the illumination around the dinosaurs where light would bounce on them. You could use a little work on the glass too.
-jeremy
thank you Jeremy for your kind words!
fill lighting is my next step, and i;ll have to decide if i add actual fill lights, or try to visualize it with sketch lines.
this is an early example of "illumination sensitive" sketch lines on the triceratops. dark red-orange lines in subtract mode,and yellowish line in add mode.
rendered with Sketch&Toon module of Cinema4d
http://i122.photobucket.com/albums/o271/studiomoccoro/025_1.jpg
edit: this is an update with fill lights.
fill lights only (perhaps it's too bright)
http://i122.photobucket.com/albums/o271/studiomoccoro/025_3_fill.jpg
final result
http://i122.photobucket.com/albums/o271/studiomoccoro/025_4.jpg

regards,
george

pedrojafet
11-28-2008, 12:09 AM
pedrojafet - Nice idea to study different times! The key to making a scene look "dark" is not to over-expose the whole thing, but to be selective about where the light is placed. Use dark shadows and a lot of contrast, selective highlights and reflections and rim light to bring out detail where you need it.
-jeremy

Thanks Jeremy, I will try something like your sugestion.
By now, I'm working in a daylight version. As soon I finish the settings, I'll post it.
BR

wasimattar
11-28-2008, 06:37 AM
thanks for your comment Jeremy this is my other take on the night scene hope this one looks right
http://i276.photobucket.com/albums/kk28/wasimattar/NightPassesLayers.jpg
http://i276.photobucket.com/albums/kk28/wasimattar/texture_05-1.jpg

reinhart82
11-28-2008, 07:28 AM
Some updates. As suggested by jeremy I added more highlights and rim to my dino and light up the roof abit more.Also added volume fog. C&C are welcome:)

http://img383.imageshack.us/img383/9914/nhmuseum02ku1.jpg (http://imageshack.us)

pedrojafet
11-28-2008, 04:06 PM
Hi all, there is my last lightning setup before I start the texture step.
Comments, pls.

http://www.27digital.com.br/nm/_NM_Day_01.jpg

skdzines
11-28-2008, 04:54 PM
I'm just curious as to how some of you are texturing the dinosaurs, are you actually UV mapping each bone and then painting them in photoshop? Or simply adding a shader with some sort of image file for the color and maybe a bump texture? I'm still pretty new to all of this and just looking for some insight. I'm obviously not going to be participating in the actual challenge because there is no way I'll be able to come close to a completed scene by the deadline.

I also noticed in some posts saying that the normals need to be reversed, how do you know when normals need to be reversed, is there any easy way to tell which objects have normals issues?

BTW, I'm using Maya 2008 Unlimited.

Thanks for any help.

kiko77
11-28-2008, 05:21 PM
Hi Jeremy, thank you for your commentary, I am sending over a further update is not the final image.

thanks
http://www.kiko3dmania.com/trabalhos/museu_render.jpg

georgedrakakis
11-28-2008, 05:36 PM
Hi all, there is my last lightning setup before I start the texture step.
Comments, pls.

hi pedrojafet,
the foreground is perfect inho, i like the contrast and you have a fairly good idea of the depth (volume) of the archery. the main space (background) looks a bit flat to me. since the light source is not defined, i would expect a less dominant ambient light (perhaps blue tinted on the top of the walls, yellow tinted on the base of the walls & the floor) or maybe add a vertical gradient to the walls to add more depth.
well, don't take myself too seriously, i;ve got a lot to learn :)

wrosecrans
11-28-2008, 09:02 PM
Well, I have discovered this contest way late, but it sounds fun. So, I've decided to play with it a bit, even if I'm probably not really competetive. I downloaded the geometry last night, and I have started to sort through it and figure out what all is there. Unfortunately, my computer won't even think about dealing with all this geometry at once. So, I have been in the process of chopping it up, and making segmented low poly objects that I can deal with interactively. Thankfully, having high res objects for render, whilst using the high res geometry for renders is pretty easy in Lightwave.

Having set up my proxy geometry for the T-Rex, I decided it would be more fun to make a picture than continuing to deal with Geometry. So, here's my first picture. Lightwave renderer, about a 2 minute render on my Athlon64X2, using monte carlo radiosity. [Also, I like garish colors in lighting. (: ]http://forkforge.org/files/lighting/trex1.jpg

jasvant
11-29-2008, 05:09 AM
Hello jeremy sir,thanks for comments.Here is my final entry.I used maya,mental ray with 800000 photons.In final gather i used 500 accuracy,10 point density and min and max radius were 40 and 400.Occulusion pass done with 100 samples and 50 distance.Rendertime is 10 minutes for indirect lighting calculation and for occulusion 8 minutes.For dino texture i used layerd shaders.Fog and glow effects done with photoshop.hope you will like it.:wise:

http://i266.photobucket.com/albums/ii257/jassi782477/bewareofdinocgtalk.jpg

JohnMarchant
11-29-2008, 03:26 PM
Hi, Some really good images here and some of the lighting setups are superb. My only crit is the dinosaurs, i know its not a texturing challenge but the dinos bones are to much like, well bone. Dino bones of this age which are mostly bone/stone are varying shades are dark and mid brown. I used to live in this museum as a kid, it was only down the road from me in the 60's.

There was a giant tortoise shell that i used to hide from my mother in when she came to get me, ive seen it recently and wonder how i ever fitted in it. These images bring back some fond memories

pmegele
11-29-2008, 04:00 PM
hy there,

this challenge is real fun. very nice model, although slow to work with.
i used final gather with a white ball for indirect illumination and a directional light for the sun light as well as two point lights for lamps. i still have to work on textures, materials and fov. crit very wellcome.
http://www.pmegele.de/exchange/museum_lighting_v01.jpg

Huv
11-29-2008, 05:10 PM
new tests, with and without dof :
http://www.deltazone.org/~fc4d/images/huv_musee2ter2.jpg

http://www.deltazone.org/~fc4d/images/huv_musee2ter.jpg

pedrojafet
11-29-2008, 06:44 PM
hi pedrojafet,
the foreground is perfect inho, i like the contrast and you have a fairly good idea of the depth (volume) of the archery. the main space (background) looks a bit flat to me. since the light source is not defined, i would expect a less dominant ambient light (perhaps blue tinted on the top of the walls, yellow tinted on the base of the walls & the floor) or maybe add a vertical gradient to the walls to add more depth.
well, don't take myself too seriously, i;ve got a lot to learn :)

Georgedrakakis,
Tks your comments.
I will re-shape a bit the light after the texture setting.
There, I w'll ask you more words about.
Tks again,
Pedro Jafet

RealReality
11-29-2008, 08:44 PM
Huv,

the image without DoF is mch better, but I'd suggest you try one with blur on the dino in the front :)

The red sign in the back doesn't fit in for me,
you'll have the add more red elements or I won't see it as a part of the "styling" (or change the color to a more neutral one)

kunwarnikhil
11-29-2008, 11:06 PM
Hi All,
fst things fst Absoulutely brilliant work. i am juat amazed by all the entries tht have been made. it is just amazing to see brilliant piece of work in this thread.

Now this is my fst attempt with GI. Have had very lil time to work of this peice so far.I have tried somethings tht are real new to me. so far this is the output i have come up with.

http://img210.imageshack.us/img210/6351/naturalhistorycq7.jpg

I am using



core 2 Quad Q6600
3 gb RAM
Nvidia 8600 gt 256MB
P5 N32 e-SLI Mother board
MAYA 2009
So far it has been an uphill task to get the scene ready for lights cause of various probs i faced as the settings of my card were set at different rate than tht maya cud handle beacuse of the size of the scene. i tried different settings amzingly i discovered while working in maya the best settings maya can handel with my configuration is to switch everything either off or at the lowest level possible. well this is just for my system :hmm:.
Any way the RENDER TIME at a resolution of 2080*1080 is coming to an amazing 3 mins 26 secs. will try to start the texturing now and tweak the light later when texturing is complete. hope to see some Inputs soon

kunwarnikhil
11-29-2008, 11:15 PM
Now i am going to try the new ways of render passes in MAya 2009 while doing this peice.

Plan is to start texturing the T_Rex next and then on to the other. the building IS going to be a challenge with so many Uvs to do. will try duplicating most of the objects but if someone has any suggestions pls HELP :cry: (http://forums.cgsociety.org/misc.php?do=getsmilies&wysiwyg=1&forumid=0#) :cry: :cry::cry::cry::cry::cry:

e-maje
11-29-2008, 11:23 PM
Hello,

I explored a new track: the Spherical harmonics

1 pass color
1 pass of Spherical harmonics + Occlusion
4 passes of artificial lights that I deleted data color

I have added the artificial lights after the DOF.
By this method I arrived at a very acceptable by dividing by at least half the time rendering general.


http://www.xsilounge.com/tuts/fxtree_sh.jpg

http://www.xsilounge.com/tuts/Natural_History_SH_OR.jpg


GeD ;)

kanooshka
11-30-2008, 01:18 AM
kunwarnikhil: My suggestion would be if you're really worried about the texturing and UV mapping to find or make a tileable texture and make 6 planer projects. Or you could also just use a procedural. Remember it's a lighting challenge not texturing!

skdzines
11-30-2008, 02:44 AM
I have a couple of really nice glass shaders that I have used in other scenes that don't seem to work when using them in this scene. Even if I open up a new project and add the glass shader to a simple object with default settings it works. But none seem to work in this challenge. Has anyone else experienced an issue similar to this? I don't know if it is a setting that is in this scene or what.

Thanks for any advice.

T-R
11-30-2008, 05:31 AM
Hi all,

Nice renders in here. This is my first attempt. Still missing many elements. Please excuse the small render size, I was doing some tests and thought it was decent so I decided to post it. Im using maya/mental ray. Many lights as well as FG for some additional fill. I dont have render times just yet but will post more render info when I do a larger render.
Thanks
http://img530.imageshack.us/img530/581/lctesttrfs0.jpg (http://imageshack.us)



http://img530.imageshack.us/my.php?image=lctesttrfs0.jpg

pmegele
11-30-2008, 08:03 AM
hy kunwarnikkhil, thought the same when it came to uvlayout. it was actually not that much work it just took ages to process. i selected all pieces with same orientation and did simple planar projection. then i had to wait quite a while till it was done. so if you got a pc standing around which you can let work on it's own. planar works fine for most cases.
i like the sunny mood of your image. could you say more about the lightsetup ? would gain depth from use of ambient occlusion, but otherwise nice mood.

kunwarnikhil
11-30-2008, 11:18 AM
Hi pmeqele.
i have used planar mapping as you have suggest. so far it has made my work a lot easier than before. have also started using Selection sonstaraints while doing the mappingso the work load has come down by akmost 50%. tht was really helpful was actually doing them one by one earlier now i have combined most of the parts in the building tht have the same orientation and doing it accordingly. also thjis is great fortilable textures as kanooshka had suggested thanks a ton guys.

As far as the lightning rig is concerned i havent done much with the scne as of now. wanted a bright sunny afternoon giving it a mood off one of those days when one just wants to lie down in the sun and relax Or go to Museum :D. have used MR physical sky and sun in this scene and a directional lights along with two area light just for the photons. was using MR portal light along with area light earlier but did not find it any different from the rig i created now. plus the render time was taking ages. found a few use full things while doing tht process like one being tht while using portal light along with physical sun if i rotated the Area light that had portal connected to it upside dwon it made a great night scene with a few tweaks of course. really wonder why tht happened.

Right now i have not used any AMbient occlusion in this scene but will once i start rendirng the final out out you are right this cud use some nice AO. the plan is to get it textured fst and get a proper light setup doone and then experiment with the MAYA 2009 various render passes tht have been introduced

LAV
11-30-2008, 11:23 AM
T-R... An epic view! I really like it!
On my side... I can't abandon my toonish mood in 3d...
http://digilander.libero.it/dartrender/temp/5_006_cam2_rit4_1.jpg

PS: same light settings. Rendered with Photoshop export plugin in Lightwave and tweaked a little in PShop

T-R
11-30-2008, 03:03 PM
Thanks LAV:)

skdzines if you are using Maya you need to select the geo(actually all the geo) and turn on visable in reflections and refractions as this is not on by default in maya when you bring in obj's.

brunotag
11-30-2008, 03:31 PM
My attempt, made whit Lightwave no post production

http://i38.tinypic.com/2iqzrc6.jpg
(http://img181.imagevenue.com/img.php?image=62563_museo11_122_173lo.jpg)

COBRASoft
11-30-2008, 04:18 PM
Hey,

First of all, thank you Jeremybirn for your interesting comments. I'm sure they help us all a lot (specially an amateur like me :)).

Here is an update of my LightWave render, post done in PhotoShop.

Please click here (http://www.cobrasoft.be/downloads/images/natural%20museum19PS.jpg) for a full high-res version.

Greetings,
Sigurd

e-maje
11-30-2008, 05:24 PM
Hello,

My update...

http://www.xsilounge.com/tuts/Natural_History_SH_REG_2.jpg
GeD :)

dpendzich
11-30-2008, 09:28 PM
Software Used: Maya 2008
Rendered With: Mental Ray (FG and GI disabled)
Render Time: 07:19:04
System Specs: Intel Core 2 Duo E7200 @ 2.53GHz, 2GB of RAM

Notes: Most of the lighting for this scene was done with Mental Ray area lights. I'm still trying to adjust and/or add in lights to get more contrasting light colors (without making the lighting look unnatural).
It's a work in progress, any feedback would be much appreciated.
Thank you!

http://fc26.deviantart.com/fs39/f/2008/335/9/8/Natural_History_I_by_Daniel_Pendzich.jpg

zero08
12-01-2008, 09:16 AM
zero08 - That's terrific! Wonderful image! I love it! The dino on the right reads fairly well, I wish he were punched-up just a little so he popped out of the scene more. Maybe more blue light reflecting off the top, more yellow light on his tail from the right, and just a little more contrast overall? The dino on the left doesn't really stand out much, his nose is hidden behind a case and he doesn't have much light on him. A little more contrast and maybe moving the display case or something might help. I like the glass reflection on the left-side sign. You could probably do more with defining some of the other glass in the scene, reflections or rims of light along the edge could both help. Some reflectivity on the floor also could bring interest to the scene. I like the stained glass along the back, maybe those white squares in the bottoms of the windows could be replaced with more colored glass. (I also wonder if any more colored light could be illuminating the scene near it? Just a thought.)
-jeremy


Hi Jeremy Thank you very much, This is my latest update with your new comments. I tweaked the lights of the dinos moved the box a little bit to the left. I reduced the opacity of the mist on the BG because that's the reason why the scene is lacking of contrast. I added more reflectivity on the floor. still tweaking some stuff though. In regards to the lights I'm using the sun, yellow point lights on the sides with decay, greenish and purple point light in the foreground (top)of the scene with decayjust to slightly illuminate the woods on the ceiling. why did you ask?

http://i377.photobucket.com/albums/oo213/zero08_photo/Museum_J_darker0000.jpg

kunwarnikhil
12-01-2008, 10:10 AM
hi skdzines.
i had similar problems with this scene in the beginning but it wasent a very big deal. the rason why this is happening is cause of normals being flipped.this is the case while using maya i dont know abt the other softwares as i use only maya you might need to identify whch normals are flipped and referse them. hopr fully this might solve your problem. i had use a dielectric shader in the scene and every time i rendered it came out black . the problem sorted out once i reversed the normals

mikkime23
12-01-2008, 10:19 AM
hey guys. im a little late on the uptake but i was thinking. these scenes could be a lot cleaner in the outliner (maya) when we get it. but all in all, looks fun!

shkumbinferizi
12-01-2008, 12:09 PM
Hello everybody,
This is my first challenge here on cgtalk.
Im very excited to take part on this one, I hope I am not too late.
This is my first lighting setup.
I am using 3ds max, vray and after effects for compositing.
http://www.digitmotion.com/images/museum01.jpg

Carlovfx
12-01-2008, 12:41 PM
Hello everyone,
i am using this contest as excuse to learn Vray from 0 so every comment is well appreciated. Here it is what i got after 2 days playing with Vray, i have to work a lot on materials and textures but there is time, correct? ^^

http://www.carlovfx.com/renders/museum_cgtalk.jpg

shkumbinferizi
12-01-2008, 04:12 PM
ok I changed the lighting to a "better" one I hope, and I started texturing as u can see on the right.
cheers
http://www.digitmotion.com/images/museum02.jpg

casagan
12-01-2008, 07:21 PM
Hi all. Let's see if I have time to try this challenge. This is my first version. It is not textured, only some procedurals on the skelleton. Spot lights with depth map based shadows, ambient occlusion, and some postprocess for exagerated DOF, gloom and lens distortion and dispersion. I will try to texture the background environment in the next update.

Casagan.

http://farm4.static.flickr.com/3246/3075443434_dc330aef9c_b.jpg

MartinRomero
12-02-2008, 02:20 AM
Hello Jeremy and everyone,

Here is my lighting version of the Natural History. I used 3Ds max 2009 and Final Render Stage. I have a few area lights on the windows, a directional light for the sun, and a few point lights as well as GI.


http://forums.cgsociety.org/attachment.php?attachmentid=135633&stc=1

Thank you

wasimattar
12-02-2008, 02:58 AM
This is my new take on lighting just used occlusion till now for getting the depth out


http://i276.photobucket.com/albums/kk28/wasimattar/texture_08.jpg

Weepul
12-02-2008, 07:30 AM
ok I changed the lighting to a "better" one I hope, and I started texturing as u can see on the right.
cheers

You know, this might not be what you want to hear, but I thought the lighting and viewpoint in your older image (http://forums.cgsociety.org/showpost.php?p=5532901&postcount=301) was better. I thought that one was really serene and beautiful. :thumbsup:

kunwarnikhil
12-02-2008, 07:38 AM
one thing i have not been able to figure out is why is everyone leaving the display box with the hand bones hanging up in the air. i dont remember if it was this way in the original file or not . i might have puled it down but quite a few renders i have seen have it foating in the air

shkumbinferizi
12-02-2008, 08:17 AM
one thing i have not been able to figure out is why is everyone leaving the display box with the hand bones hanging up in the air. i dont remember if it was this way in the original file or not . i might have puled it down but quite a few renders i have seen have it foating in the air

that doesnt neceserely mean they will actually leave it for their final renders too, they are too busy with other things right now propably...

Samo
12-02-2008, 08:23 AM
one thing i have not been able to figure out is why is everyone leaving the display box with the hand bones hanging up in the air. i dont remember if it was this way in the original file or not . i might have puled it down but quite a few renders i have seen have it foating in the air

Yes it is in the original file, I supposed it was going to produce a nice effect in zenital views but I see that people use floor level views too.

Just lower it or model missing part.

octane52
12-02-2008, 09:15 AM
Hello everybody, Im on it and will post my first image as soon as I get a decent result to bo posted.

I use maya 2008 with mentalray.

Phil-roberts
12-03-2008, 01:34 AM
Hi Jeremy and everyone,
Thanks for the comments and crits Jeremy, I have implemented your suggestions and here's an update to my entry. I have used Max 9 and rendered straight from max to Vray, there is no post work its just rendered straight out. Rendering time is 11mins at 1440 x 900.
Really enjoying doing this challenge and there are some great renders emerging from everyone.
Keep them coming !

Cheers
Phil

Gear is:
Xworks X20i-64
Dual Xeon Quad Cores
Windows 64bit
8gb ram
FireGL 1GB Graphics card

http://www.pr-creative.com/cg-society/museum10.jpg

jeremybirn
12-03-2008, 05:33 AM
Phil-roberts - Nice job! The dino's looking really good. Nice sign, too. I think the blue marble is looking a little flat in places. Some occlusion would help it go darker in the corners and create more gradients in the shading. The lightbulbs inside the hanging lamps could illuminate the inside of the lamps themselves more, and also could use a little glow around them. The yellow glass is a little distracting, especially in a scene that's all blue-green otherwise. You might use a different material for the roof, and work more on the appearance of glass in the windows above.

wasimattar - Looking good! I wish you could make the signs darker, but put more light on the dinosaurs to get some nice definition to them. Those windows look very bright, it would be nice to see some soft fill light coming through those windows illuminating nearby parts of the room. Some glow around the bright windows would help the atmosphere too.

MartinRomero - Good start with the texturing! The lighting looks very flat and ambient to me now, where big areas of the marble seem to be constantly lit instead of varying or creating gradients. Some more local lighting and reflections and highlights could help. You could also make the foreground bannisters much darker on the side facing us, so they become more of a dark framing element for the shot.

casagan - Welcome! I think the DOF effect looks very fake, you could just get rid of that. For the dino, if you want it in silhouette, then make sure the pose or camera angle really gives you a profile that reads well. If you want to put some light on it, then some rim light or specular lights could help bring out the teeth and key contours in the head. The bright window behind him could motivate a kick from above to give him a little shaping.

shkumbinferizi - Great, keep going! The glass around the displays seems to have problems with surface normals. You might light the left dinosaur a bit more from the top or left side to bring out his shape.

Carlovfx - Great start! The left dino needs some light and shaping on him, and the left side of the set is looking a little flat and uniformly lit. You probably need some glows around those bright windows.

zero08 - Looking good! I think maybe you could do a bit more to make the dinosaurs stand out against such as busy scene. Maybe the t-rex could pop out more if there were less light from below and more light rimming the top of him?

dpendzich - Welcome! That's a great start! You might open up to a wide-screen aspect ratio, to add more room on the right side of the composition. Those lights on the floor could use a brighter top and a glow around the top, and then the illumination from them could use a softer, outer glow, running outside of the cone angle of the light that's there now. See if you can work on reflections for the floor and glass to help liven up the space, too.

e-maje - Looking good! I wish the t-rex stood out a little more against the set in places, and I'd love to see some reflections or additional lights adding variety to the floor.

COBRASoft - Nice scene! The top metal arches on the ceiling and the dinosaurs themselves seem to have a darker material than the other surfaces, and stand out because of that. Maybe if you add reflections to different surfaces, the metal can get brighter because it is reflective, and the floor and glass also will benefit from the reflectivity. I wish that the dinosaurs popped out more in to draw your eye in the sccene.

brunotag - Looks good! The dinos are almost hidden in that shot, though, maybe you could light them so people see them?

LAV - Nice scene! I think the t-rex head could be a lot darker, so it stands out in the foreground against the walls behind it.

T-R - That's terrific! It has a really rich, elegant look to it! Keep up the good work!

skdzines - Make sure it isn't a problem with objects not set to visible in reflections. Check all your models in the render tab of the attribute spreadsheet window. Most people would make textures by applying a projection or 3D procedural over the whole dino at once.

kunwarnikhil - You don't really need UVs to texture the scene. Projections and 3D procedurals can work well enough. Nice basic set-up so far!

Huv - Nice scene! I like it better without DOF because the DOF doesn't look realistic.

pmegele - That's terrific! You have a great start already. You might darken down some of what's in the foreground closest to camera, and put more light or a brighter shader onto the dinos.

jasvant - Nice work! The lighting on the t-rex head is really spot-on! It would be great if you could turn the other dino so we got a better view of him, and maybe could make a more realistic sign in the lower right.

wrosecrans - Welcome! That's a great start! Keep going!

kiko77 - Wonderful scene! I love it! I wish you could find some way to draw people's eyes to the dinos more. Maybe the ceiling in the top center of the image could be less saturated, too, because the unique tone there catches your eye.

pedrojafet - Great, keep going!

reinhart82 - Great job! You might move the dino on the left so his head isn't cut in half by the other display.

georgedrakakis - The little sketch of the small dino over black is cute. The larger scene seems to have him overexposed and could use more shaping on the dinos. Both dinos could use more contrast against the set as well.

-jeremy

cyberville
12-03-2008, 07:17 AM
Hello, I like this scene. This is my first rendering ( WIP ). I'm working with Autodesk 3ds Max 9 32-bit Version. The Renderer is Maxwell Render 1.7 .



The Rendertime of this picture was 24 h . I used Sky dome with 1000 Lumen ( Intensity ).



It's a lot of work, but a interesting scene.http://www.2-mb.de/f/m6gqke1mtroe4qu27irp24bt8b.jpg

syp1102
12-03-2008, 07:37 AM
This is my first lighting setup.
I am using 3ds max, Mental Ray.
http://www.seung3d.com/Temp/naturalhistory_mr.jpg

Carlovfx
12-03-2008, 12:25 PM
Thanks jeremy :bounce: ,
but at the moment i don't want to use the post like the glow on the windows because i want to show and to be judged only for the lighting since it's a lighting contest. When the image will be almost finished then i will add some nice effects, but without covering the lighting. Thanks a lot for the comment and i have to say this time the lighting contest scene is incredible!

Chowda
12-03-2008, 08:42 PM
Awesome posts everyone.

I found the contest a week ago and thought I'd give it a try.

I'm using Maya 2008 and mental ray. So far the only lighting is physical sun/sky. The preview image was rendered out as hdri and tone mapped in photoshop. The textures so far are just place markers. I'm thinking of going with more modern materials, which might be an interesting contrast with the architecture.

The hardest part so far is fixing all the normals and UV maps.

I made a half-hearted attempt at using portal lights but it wasn't very effective. I might give it another try soon.

MartinRomero
12-03-2008, 09:29 PM
Thank you so much for your comments Jeremy. I'll work on those changes. Also, compressing it in Photoshop so that it could be posted made it very low quality, nothing like the original image.

Martin

dpendzich
12-04-2008, 03:16 AM
Hey everyone, I'm having a little trouble getting any visible reflections to show in my Natural History scene.

I'm using Maya 2008 with Mental Ray. My scene has raytracing enabled, I have a plane Blinn shader on the ground plane with Reflectivity cranked all the way up, but still I can't see anything reflected from the rest of the scene.

I believe I have everything setup properly so that reflections should be seen, and I've tested these same settings in a different scene that I've been working on (and the reflections worked as they should)...

Has any one else had this same problem with the scene file?

A strange thing that I've noticed is that if I create a polygon sphere object in my scene and bring it near the ground plane that I've set to be reflective, I can see the sphere in the planes reflection, but I still can't see any of the other objects that were originally in the scene (the sign boards, the dinos, any of the arhitecture...)

Anyone have any thoughts on how I can fix this? I'd appreciate it if you could either post here in reply, or email me at pendzid@gmail.com

Thanks everyone!

jeremybirn
12-04-2008, 03:49 AM
Daniel -

It sounds like you don't have the objects set to be "visible in reflections" (in the attribute editor, under render stats.) Maya's obj import doesn't turn this on for you unless the obj file specifies a reflection object.

You can use the attribute spreadsheet window to set this flag for many selected models at once if you need to.

-jeremy

dpendzich
12-04-2008, 06:44 AM
Daniel -

It sounds like you don't have the objects set to be "visible in reflections" (in the attribute editor, under render stats.) Maya's obj import doesn't turn this on for you unless the obj file specifies a reflection object.

You can use the attribute spreadsheet window to set this flag for many selected models at once if you need to.

-jeremy

You were absolutely right about my render stat settings. Your solution worked like a charm! I'll post an updated version of my scene (with reflections) as soon as I can.

Thanks!
- Daniel Pendzich

octane52
12-04-2008, 12:50 PM
Im testing the afternoon to find a correct light position and ambience, next step find some good textures and lamps for indoor lighting.
The stained glass window has mia material with caustics enable and Im working in the texture for a soft multicolor effect in the walls,floor and dinosaurs.
Thanks for comment.

Maya 2008 mentalray beautypass: 1.50 hour
mayasoft volumlight: 30 sec.
Dual opteron dualcore 275 8gb ram.
http://img510.imageshack.us/img510/2489/museo1hh5.jpg

jeremybirn
12-04-2008, 03:31 PM
octane52 - Nice scene! I think the floor is dominating too much, maybe reduce the diffuse or base color on the floor to half what it is now. Put some reflectivity on the floor and glass. The dinosaurs could use some rim light to highlight the tops of them. I don't see the "stained glass window" you're talking about yet, it looks all white to me.

Chowda - Nice scene. It seems strange that the bottom of the walls get brighter where they meet the floor, some occlusion there would help create a sense of contact. Reflections on the floor and glass would help too. When you put the sun on the t-rex, you need to put some fill light on the other dino to balance things out.

syp1102 - That's a great start! The t-rex reads very clearly because he is brigth on dark. The other dino is almost there, maybe if you slide him backwards a few feet you could get him to clearly be visible as a dark form against lighter background. Some of the building in the upper left is confusing, one surface near the top looks transparent or inside-out somehow?

cyberville - Good, very solid start! The sun usually would be brighter compared to the fill light, or else, if you're trying to make a cloudy day, at least make the sunlight much softer. Looking through those two lower doors, I'd like to see some ground continuing outside the building, since we're looking downwards. The set doesn't seem to be getting much light from those back windows or doors, I'd expect at least some rim light showing the bright illumination behind one of those columns.

-jeremy

cyberville
12-04-2008, 06:29 PM
Thank you for your comments Jeremy. I'll work on those changes.

Best regards

cyberville

visua
12-04-2008, 08:49 PM
Gah, I redid the uv's from scratch and grouped the entire model into
more work-friendly sections, took a while but now I am back on track.
Some of the uv's arent 100% I'll fix that next, and yeah I know Jeremy,
you want something outside those owl-like dooropenings I'll get to that as
well ;) Or more likely I'll change the cam-angle...

So on to more texturing, the dinos are next, and I still need to model something
for the light-fixtures.

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

Fex
12-04-2008, 10:34 PM
repositioned the trex did some basic uvs and procedual texturing not finished yet...
the composition could be better specialy around the head area of the dino
more volume lighting to come
http://i162.photobucket.com/albums/t271/fexa/n_hist_06_.jpg

MartinRomero
12-04-2008, 10:54 PM
Hello Jeremy,

http://inlinethumb16.webshots.com/42255/2318659790104488083S600x600Q85.jpg

And here is the Second one.

http://image69.webshots.com/669/7/34/73/2911734730104488083UrISCW_fs.jpghttp://inlinethumb02.webshots.com/14721/2911734730104488083S600x600Q85.jpg

http://image69.webshots.com/669/7/34/73/2911734730104488083UrISCW_fs.jpg
http://www.martinromerovfx.com/html/images/Natural_History_6.jpg

Wolfganng
12-04-2008, 11:17 PM
Hey guys. I'm very excited about this challenge, unfortunately due to time constraints i couldn't get into it earlier. But here is a quick blocking of lightning I did yesterday, with a little post work just to play around with colors and mood. I used maya/mentalray for this one. I still havent worked on textures yet, the one it has is a simple automatic projection. Off the bat I noticed I have a bunch of undefined shadow areas (like under the arc), so Ill work on that next. Basically I am looking for a late afternoon, golden hour type of shot, but I am undecided still on the amount of artificial lighting I want to add. In a way Im trying to get a temple/cathedral type of shot going. Please any comments/critiques are highly appreciated!!

http://img230.imageshack.us/img230/7092/testrendermuseumnd4.jpg

jeremybirn
12-05-2008, 03:20 PM
Wolfganng - Those two doors seem to dominate the composition, maybe putting more ground or another background outside there would seem less like the building was floating in the sky? The dino, the glass, and his base are all about the same tone now, maybe the glass could become more clear, and the dino could be brighter with more light and shaping on him. If you keep the doors that bright, then rim light from the doors could hit him. If the doors get toned down, then you could light the dino from above more. Either way the upper left side of him facing those skylights shouldn't be black. On the right side I wonder if you could arrange the displays in a more interesting way, maybe put the skulls close to camera, show a more interesting part of the other dino, something like that? I don't see where the deep red colored light is coming from, that hits part of the upper left wall. Is that supposed to be some red light fixtures, or some kind of natural light?

MartinRomero - Nice job, especially on the 2nd one! The foreground could use more consistent rim light along the top of the railings, not just that reflection. In a hazy environment, light usually gets soft, so I'd like to see a softer outer glow around the sunbeam, so the sunbeam doesn't just hit the left wall and then cut-off without a trace above or below. The right-side upstairs hallways could use some natural light, even extending to the inside of the arches.

Fex - Good start. The whole shot looks underexposed. Even in a night scene, some of the highlights or rims should be as bright as the Houdini logo.

visua - Nice job on getting everything textured. Some parts of the dinos and even a few parts of the set are looking overexposed, going so bright that we can't see detail in some areas. In the foreground, you could take the sunlight and blue light off the foreground stairs so it becomes a darker form to frame the shot. Those two doors are very bright, maybe putting a ground surface outside help it seem less like the building was floating in the sky?

-jeremy

Kunotaku
12-05-2008, 07:37 PM
Hi everybody,

This is my second try on this challenge, I added some effects & did more detaled textures.
Comments & critick are welcome.


http://i488.photobucket.com/albums/rr243/Vizar/NatHist.jpg

BlenderFan
12-05-2008, 07:51 PM
Here is the new draft. I added some texture to the stone. I am still really struggling with adding contrast without under-exposing the whole scene. Any tips about that or other areas are welcome.

http://home.comcast.net/%7Escimaster/Natural%20History.jpg

COBRASoft
12-05-2008, 11:47 PM
Hey,

Thanks for your comments Jeremy! I've changed some surfaces and the camera angle a little.

Here's the new result... Click here (http://www.cobrasoft.be/downloads/images/natural%20museum23PS.jpg) for the high-res version.

Greetings,
Sigurd

wasimattar
12-06-2008, 06:12 AM
I have done this new take and individual dino are lighted seprately for getting there definition out

http://i276.photobucket.com/albums/kk28/wasimattar/both_dino.jpg

http://i276.photobucket.com/albums/kk28/wasimattar/MuseumDay.jpg

Samo
12-06-2008, 07:16 AM
Blenderfan,

In general the scene is underexposed, maybe you need to adjust your monitor a bit.

I think you should use more evident keylights for each dinosaur. For instance place a couple of spotlights at first floor level pointing the dinos, one spotlight for each dinosaur, with a relative big spotbeam. Look for nice shadows from the dinosaurs.

When you are happy with the results, change the spotlights into arealights and see what result you get.

Also place very dim point lights in each first floor lateral chambers

Also some fill lights at the top of the central hall.

infectedbo
12-06-2008, 10:25 AM
Hello everybody !
This is my first challenge and im very excited about that ! :)
I am trying to do as the museum is , trying to match textures and items as they really are on photos. How it's going for you to decide :deal:
Oh and i am using 3D Studio Max 2009 and VRay 1.5 SP2 , also PS for textures. By the way no post-work in these images, i will do some at final renders in After Effects i think.
This is pure render , with fair GI without Ambient Occlusion or other "fake" passes.
Here are my tries with lighting and textures :
http://img354.imageshack.us/img354/3492/naturalhistory3dmax12at6.th.jpg (http://img354.imageshack.us/my.php?image=naturalhistory3dmax12at6.jpg)

and this is a bit later version

http://img115.imageshack.us/img115/553/naturalhistory3dmax122jm2.th.jpg (http://img115.imageshack.us/my.php?image=naturalhistory3dmax122jm2.jpg)

fuzzylizard
12-06-2008, 11:16 AM
Here is my latest attempt. Probably a little bright, but I think the light is much more inviting then my previous render. I am learning a tonne doing this.

Software: Modo 302
Render Time: ~2hrs
Lighting Setup: I am using GI with physical sky and sun along with a luminous polygon hidden in the ceiling to provide a nice overall light to the scene.

http://upload.fuzzylizard.com/Natural_History-GI_sun-PolyAreaLight-v1-0003.png

I still need to add some light to the two archways at the far end and find something to do with the floor. So far, every attempt I have made at adding a texture to it has failed. I can get the colour to show up but not the image or bump detail. If anyone is using Modo for this and can offer some advice I would greatly appreciate it.

Comments and Critiques welcomed and appreciated.

infectedbo
12-06-2008, 11:34 AM
My latest try :
http://img115.imageshack.us/img115/553/naturalhistory3dmax122jm2.th.jpg (http://img115.imageshack.us/my.php?image=naturalhistory3dmax122jm2.jpg)

This is my first CG challenge :) Thanks for this opportunity ! :applause:

Yazan
12-06-2008, 03:32 PM
Here is a cleaned up file. All the polys flipped correctly and better scene management for modo. Glass is hidden from GI and shadows in the shader tree. There is interior and exterior groups for easy management.

lxo file (http://www.nullinstitute.com/modo301/LightChal17_Museum.lxo.zip)

Yazan

ChicoBravo
12-06-2008, 06:13 PM
hello everyone,

i keep watching these forums and contests for a long time but I never had enough time nor courage :) to enter a contest.
this is my basic lighting sketch. Default imported materials, FG and direct lighting. 8 min to render on Core2 2.4Ghz - Maya MR

http://farm4.static.flickr.com/3156/3087610994_6a27d66a1c.jpg?v=0
http://www.flickr.com/photos/33108737@N02/3087610994/
Chico

d2fan
12-06-2008, 10:01 PM
Hello,
This is my fisrt challenge. Thanks to my friend, who showed me this topic few days ago and also flipped normals in this scene(this was too boring for me :rolleyes: )

Software: 3DS Max 2009, Vray sp2, Photoshop CS3
Hardware: QuadCore q6600 overclocked@2700Mhz, 4Gb RAM, XP x64.
Render time: 1h15min.

http://img117.imageshack.us/img117/649/maintsttu5.th.jpg (http://img117.imageshack.us/my.php?image=maintsttu5.jpg)

Fex
12-07-2008, 12:48 PM
thx for your comments Jeremy, tried to create some really bright spots...texturing is still beta! Its quite hard to get a working low key lighting.
hope you like it
http://i162.photobucket.com/albums/t271/fexa/n_hist_06_-1.jpg

kiko77
12-07-2008, 11:07 PM
Hello friends, I am sending a new update.
thanks
http://www.kiko3dmania.com/trabalhos/museu_render2.jpg

d2fan
12-07-2008, 11:20 PM
Update. Views from other viewpoints.

http://img370.imageshack.us/img370/8711/maintst2lt2.th.jpg (http://img370.imageshack.us/my.php?image=maintst2lt2.jpg)
http://img370.imageshack.us/img370/8148/main1upfk0.th.jpg (http://img370.imageshack.us/my.php?image=main1upfk0.jpg)
http://img377.imageshack.us/img377/9072/dinottsbz4.th.jpg (http://img377.imageshack.us/my.php?image=dinottsbz4.jpg)

brookselliott
12-08-2008, 12:46 AM
Testing post...here's my try at it..
This is a tough lighting task since these Dino bones are really dark and almost black bronze in color..appreciate any feedback or comments..

file:///C:/Users/admin/AppData/Local/Temp/moz-screenshot.jpgLatest Try (http://www.flickr.com/photos/8011986@N02/3089606731/sizes/l/)

kaceface
12-08-2008, 07:38 AM
Hi everyone!

This is my first challenge woo:) I started two days ago...and it took me about a day to pick a composition. This is my first work in progress image, minus BG textures, using Maya software renderer. Render time is 4min:47sec. Should I darken the underside of the stairs, and the geometry under it in the shot, to bring out the tail? It seems oddly bright below there now that I am looking at it more.

I want to play up the cool moonlight, maybe take a little of the cyan out, but I am still struggling to figure out which architectural elements I want to define or push back. Also, I was thinking about experimenting with the presence of the foreground spotlight... any opinions?

I haven't done an ambocc pass or composited any elements yet, it is just a straight software render for now. I still need to get reflections in the glass display case. It might be nice to get a rim on the glass as well but I haven't played with that yet.

I am very excited to be part of this forum and I look forward to everyone's comments and critiques! I will try to post higher res images in the future. http://forums.cgsociety.org/attachment.php?attachmentid=135863&stc=1

aanup
12-08-2008, 09:25 AM
Hi,
This is my fisrt challenge. i've render the file using maya mental ray with Final Gathering and Global Illumination.


Software: MAYA ,mentalray
Render Time: 15m.http://features.cgsociety.org/newgallerycrits/g06/308706/308706_1228732356_large.jpg

pedrojafet
12-08-2008, 11:39 AM
FUZZYLIZARD - I like so much your entry. Clean, with a good difuse of light. There're no shadows with high contrast. It's smooth...
What happened with the glass in the right side?
It happened to me too. Was those polys fliped? I will check mine.
Congrats and keep on!

jeremybirn
12-08-2008, 11:56 AM
aanup - Welcome! That's a good start. For a night scene, try being more selective with the lighting. Allow some areas to go really dark, use dark shadows, use a lot of contrast, but really light some areas where lights are aimed, such as around the dino.

kaceface - That's terrific! You've got a really nice feeling there. I think some of the lights aren't shadowing correctly, make sure all the lights cast shadows so nothing shines through the geometry. The highlight on the inside jaw of the dino should go away, more light on some of the teeth might be nice though, at least enough to make the lower teeth read against the background.

kiko77 - Great "cathedral" type lighting there! The spot lights in the architecture are first-rate. If it's supposed to be nighttime you might add a soft purple or blue glow coming through the skylights, but get rid of the sunbeam on the floor. I think the center of the ceiling is going a little bright, especially for something on the edge of frame.

Fex - Try making all your lights 3x as bright, except for the lamps on the back wall. If 3x is too bright we might back off to 2.5x, but 3x would be a good start.

d2fan - Welcome! That's off to a great start! The background is terrific, I think everything you see out the window could look brighter. Inside the building could use more fill light from the sky. I'd expect the left wall, with the sunbeam on it, to also get brighter fill from the sky, but instead the right wall seems to be getting more fill. I think you could double the light on the dinos. Try making the architecture in the foreground much darker to better frame the shot.

ChicoBravo - Welcome! That's a good start! Try putting some light on the head of the t-rex. On the left edge, take the light off the pink thing and darken the base of the columns. Maybe the skulls on the right could have some light on them and could be rotated 180 degrees so we see them?

Yazan - Thanks for the file! I'll put it on the download page...

infectedbo - That's great! Based on your most recent post, I think you could rotate the dino on the right so we see him better. Parts of the left wall and floor seem a little bright, some shadowing or occlusion would help the sense of contact between the floor and the walls.

fuzzylizard - That's looking good. Overall I think the walls are a little too bright, and the dinos and fossils and skulls are too dark. There are surface normal problems in the glass on the right. The fill light from the sky could be a more blue color, and should aim more towards the right, with a little less on the left wall.

wasimattar - Looking good! I think the dinos are too similar in tone to the architecture behind them, try to create some contrast there somehow. It seems as if you're using a very wide-angle lens, which might be helping the sense of scale in the room but pulls us away from the dinos as subjects.

COBRASoft - Nice work. It looks a little evenly lit, perhaps more shadows or occlusion or being a little more selective about your lighting could bring out a little contrast in the scene?

BlenderFan - Looking better! I think you could put more light on the floor right aroung where the dinos are, and a little bit of light on the glass to help that pop out. Get rid of the highlight on the bottom edge of frame. Try adding some shadows under the t-rex, and get some light on his lower jaw.

Kunotaku - Interesting image. It seems as if there's a light on the set that isn't casting shadows, your scene really needs contrast and shadows and dark areas to help build the mystery and nighttime feeling. Maybe the dinos could use some top-down light to give them some more shaping and contrast?

-jeremy

Slazzo
12-08-2008, 01:31 PM
Hello, my first post on CGTalk... got to remeber this one )) with a cold beer, CHeers for 3December ;).
My try.. i think its to dark.. but this way i see this museum.
Well, i used 3DsMax, Vray and Photoshop..
http://img265.imageshack.us/my.php?image=slazzowip01fh8.jpg
direct link for image: Click here, host Imageshack.us (http://img265.imageshack.us/my.php?image=slazzowip01fh8.jpg)

http://img265.imageshack.us/img265/9976/slazzowip01fh8.th.jpg (http://img265.imageshack.us/my.php?image=slazzowip01fh8.jpg)

COBRASoft
12-08-2008, 03:22 PM
COBRASoft - Nice work. It looks a little evenly lit, perhaps more shadows or occlusion or being a little more selective about your lighting could bring out a little contrast in the scene?

Hey,

Thanks JeremyBirn for the comments.

Click here (http://www.cobrasoft.be/downloads/images/natural%20museum26PS.jpg) for the high resolution version.

Greetings,
Sigurd

Phil-roberts
12-08-2008, 05:04 PM
Hi Jeremy and everyone,
Here is my latest update: Textured the ceiling with some medieval ceiling bosses, Included the triceratops in the reflection and also moved the heads so they reflect and are included also, for interest i've modeled a couple of exit signs and a string of rope stanchions.
The trex's glass was showing too yellow so i've lit the wall behind the camera with a blue light to reflect and stop that. Got some reflections in the skylights and improved the lanterns.

Cheers
Phil

http://www.pr-creative.com/cg-society/museum21.jpg

pedrojafet
12-08-2008, 10:28 PM
Hi All,
Here's my last try, where I had those focus:
- A cold and blue shadow, to make the structure more heavy.
- A warm sunset light, duo-tone light, from red to yellow. A gradient x incedence angle.
- Light textures, without strong bumps and contrasts... As I like... Once it's an artistic concept, the bones were clean and clear.. rsss
Comments, pls.
BR,
Pedro Jafet

http://www.27digital.com.br/nm/NM_01.jpg

kiko77
12-09-2008, 04:00 AM
Jeremy Hello, thank you for the feedback is helping a lot'm sending my final version.
Thank you very much


http://www.kiko3dmania.com/trabalhos/Natural_History_final.jpg

kiko77
12-09-2008, 04:09 AM
I worked this scene using 3ds Max 2009 system fakeosit with.

http://www.kiko3dmania.com/trabalhos/break_dow.jpg

Jausn
12-09-2008, 07:59 AM
Hi,guys!
I can't open the websit since the starting of this chanllenge!

I'm very upset!

Everyone can open the 3drender websit?

Why I can't? Because I'm in China?

Or I could download the scene from another websit?

Really need your help sincerely!
Thank you!

Samo
12-09-2008, 09:48 AM
Hi,guys!
I can't open the websit since the starting of this chanllenge!
I'm very upset!
Everyone can open the 3drender websit?
Why I can't? Because I'm in China?
Or I could download the scene from another websit?
Really need your help sincerely!
Thank you!


Jausn,

I can open 3drender. I don't known what could it be. Anyway tell us what file format you need (or what 3D software you use) and whether you can open free hosting sites like rapidshare or megaupload so we can upload it there.

georgedrakakis
12-09-2008, 04:01 PM
hi,
this is a little update, without any sketched lines.
i am using Cinema4d raytracer & a post-effect plugin called LSD (it adds a bit of desaturation & noise)

http://www.ShareCG.com/images/thumb/43535.jpg (http://www.sharecg.com/v/31028/3D-and-2D-Art/lighting-challenge)

regards,
george

d2fan
12-09-2008, 04:22 PM
Hello!

My update.
Render time ~2h30min

http://img392.imageshack.us/img392/1996/maintst2up2ro7.th.jpg (http://img392.imageshack.us/my.php?image=maintst2up2ro7.jpg)
http://img143.imageshack.us/img143/8940/main1up4ju5.th.jpg (http://img143.imageshack.us/my.php?image=main1up4ju5.jpg)
Direct link to image 1 (http://img392.imageshack.us/img392/1996/maintst2up2ro7.jpg)
Direct link to image 2 (http://img143.imageshack.us/img143/8940/main1up4ju5.jpg)

brookselliott
12-09-2008, 04:32 PM
Here's my first 3rd try at this really challenging museum scene. In the real photos the dinosaur bones are really dark which makes this especially tough..

My favorite long shot scene so far is kiko's latest night scene and then in a close second is phil-robert's moon shot close-up.

I lit and rendered my draft version in Blender....

First Draft (http://features.cgsociety.org/newgallerycrits/g52/356152/356152_1228734399_large.jpg)

pedrojafet
12-09-2008, 04:34 PM
d2fan,
By now, the challenge have another level...
Will be hard do something like this entry.
For me, the best until now!
4,9*s... (ends in january 5...)
Congrats! :applause:

kanooshka
12-09-2008, 06:05 PM
d2fan: Great render! Your light color choices work awesomely. My one suggestion would be to fix the contact between the right archways and the ground. There's a very bright reflection for a darker object. It could possibly be a ray depth limit issue. On the other hand it could be that your material is too reflective. Also, there is some sunlight coming from behind the camera which is emitting diffuse on the wall but it does not appear to be emitting any on the floor beneath.

kerosene
12-09-2008, 06:07 PM
if there are any max users who are still struggling with the flipped faces (or use older than 2009 max) - I am almost done cleaning the file with normals fixed and pieces named etc. The scale is still totally screwed.

Jeremy can you get big attachments? I think its less than 20megs now - I could send max2008 version and maybe .3ds file too.

This is for the late starters like myself... Haven't even started really - But I am looking forward to it. Just hope that I will have the time.


h

mwalter1
12-09-2008, 08:12 PM
I'd love to get a copy of the 3ds version with parts named. Would help me out a lot.

Wolfganng
12-09-2008, 09:27 PM
Thanks jeremy for your input, it made me notice a lot of compositional mistakes I was making. I am actually attempting a completly different composition, and its working much better, Ill try and post an update tonight. Great work by everyone so far!! And kiko, I am loving the illumination on those arches,that looks very promising!

visua
12-09-2008, 09:38 PM
Progress? ;)

http://www.nicz.net/naturalComp4.jpg

casagan
12-09-2008, 11:30 PM
Thanks Jeremy for your comments. Here is another update. I have changed the composition and overall shading, trying to make the image less confusing, still dark looking. Some shading and texturing work has began. DOF effects are more subtle. I hope you like it.

Casagan.

http://farm4.static.flickr.com/3145/3096872444_a6d338ffef_b.jpg

kerosene
12-10-2008, 01:03 AM
I'd love to get a copy of the 3ds version with parts named. Would help me out a lot.

PM me with your email and I'll send it tonight - if I get to it.

prefer max2008 or .3ds?

Jausn
12-10-2008, 02:35 AM
Hi Samo!Thank you very much!

I use 3ds Max and could open the rapidshare site.

Thank you very much another time! Waiting for your good news!

Best wishes!


Jausn,

I can open 3drender. I don't known what could it be. Anyway tell us what file format you need (or what 3D software you use) and whether you can open free hosting sites like rapidshare or megaupload so we can upload it there.

infectedbo
12-10-2008, 08:44 AM
A little update , i've changed the scheme of lighting , Jeremy thank you for reply. I see a lot of mistakes in this render and i will correct them in next preview.

http://img206.imageshack.us/img206/8844/naturalhistory3dmax12xp6.th.jpg (http://img206.imageshack.us/my.php?image=naturalhistory3dmax12xp6.jpg)

Sjeet
12-10-2008, 09:26 AM
Hi Jeremy,,,
This is my first post in cg society,,since i 've logged in. Thx for the lighting challenge...really nice to have such frequent challenges coming up regularly..
Well I tried to match the render with this image i found in flickr... this is a preview quality render just to check the lighting settings. I ve used a directional light for the sun,, some area lights for the windows & used FG for the rendering...
color corrected & added the background in photoshop...
C&C welcome...
happy lighting to all.....
CHEERS

punytjoshi
12-10-2008, 04:05 PM
http://img408.imageshack.us/img408/naturalhistoryfinalpostns5.jpg/1/w1024.png

Hi every one this is my work on natural history challange congratulation to all for putting such nice and creative works here, and in the last challange.

This is my work, I gave it very oldish eve look(I wanted to create image of the museum the way it will be years later on this earth.). I made whole museum history with massive distruction on the model(sorry for the modeler).but I can say it is best model on lighting challanges so far .

I used maya 2008 for texturing and lighting and Shake for compositing.
http://img71.imageshack.us/my.php?image=naturalhistoryfinalpostwx1.pnghttp://img408.imageshack.us/my.php?image=naturalhistoryfinalpostns5.jpg

please give my your comment critics and feed back
http://img408.imageshack.us/my.php?image=naturalhistoryfinalpostns5.jpg


http://img71.imageshack.us/my.php?image=naturalhistoryfinalpostwx1.png


Thank YOu
Punyt Joshi

Samo
12-10-2008, 04:26 PM
Hi Samo!Thank you very much!

I use 3ds Max and could open the rapidshare site.

Thank you very much another time! Waiting for your good news!

Best wishes!

Jausn,

Here you have the 3DS file > http://rapidshare.com/files/172126007/Natural_History_3DSmax.rar.html

although kerosene (http://forums.cgsociety.org/member.php?u=362) is offering a cleaner and tidier version, maybe you should contact him too.

Cybergooch
12-10-2008, 06:06 PM
Hi all,

I've only lurked in the past while checking out the lighting challenges, so I'm going to jump in on this one even though I'm late to the party.

http://www.cybergooch.com/storage/04.jpg

In addition, I wanted to challenge myself and not use any GI, and light it "old school" 8)

Cinema 4D, with lots of area lights for fill, and a spotlight with volumetrics for sunlight.

-E

georgedrakakis
12-10-2008, 06:24 PM
Hi all,
In addition, I wanted to challenge myself and not use any GI, and light it "old school" 8)
Cinema 4D, with lots of area lights for fill, and a spotlight with volumetrics for sunlight.
-E
hi,
it's always nice to see c4diers (& old schoolers) in these challenges!
looking good already, expept for the foreground part, in the stairs.
they are a bit underexposed. perhaps you could add a fill light in front of the camera, or add a specular only light in the main exhibit area pointing at the camera and define the shapes more clearly.
regards,
george

brookselliott
12-10-2008, 08:08 PM
Updated version with bone dust added and area lights for fill...
High Res version on Flicker (http://www.flickr.com/photos/8011986@N02/3098866230/sizes/l/)

http://www.flickr.com/photos/8011986@N02/3098866230/sizes/l/

brookselliott
12-10-2008, 08:35 PM
I like d2fan's entry as well except a few minor issues that seem to stand out:
I think the floor could use a different rough texture. The column to floor point seems unrealistic and doesn't seem to meet at the floor on the right side..
And I think the dino texture could use less normal displacement.
Other than that I think it looks fantastic and I really like the exterior window views, well balanced lighting, view point and the sun angle choices.. Very nice!

Nehak
12-10-2008, 10:34 PM
Hi everyone. This is what I have so far. I have used 3d max and vray for render, and photoshop for adjustments like contrast/brightness and bloom. Volume lighting is done in max itself. C & Cs are welcome.

(http://img214.imageshack.us/my.php?image=nhfinal01if6.jpg)http://img216.imageshack.us/img216/390/nhfinal02qz7.jpg (http://imageshack.us)

By Neha_kakkar (http://profile.imageshack.us/user/Neha_kakkar)

Jausn
12-11-2008, 02:08 AM
Thank you very much!
You're very kindhearted!
Have a lovely day!




Jausn,

Here you have the 3DS file > http://rapidshare.com/files/172126007/Natural_History_3DSmax.rar.html

although kerosene (http://forums.cgsociety.org/member.php?u=362) is offering a cleaner and tidier version, maybe you should contact him too.

infectedbo
12-11-2008, 09:03 AM
Nehak - I like your rendering , the volume light looks cool , i want to add that effect to my renders also , did you render it separately as scanline ? Also please can you share that texture on the ceiling , the trees images ? I want to add that to my renders also , but i couldn't find it anywhere ... if you could share them it would be really wonderful ! :wavey:

fuzzylizard
12-11-2008, 10:39 AM
FUZZYLIZARD - I like so much your entry. Clean, with a good difuse of light. There're no shadows with high contrast. It's smooth...
What happened with the glass in the right side?
It happened to me too. Was those polys fliped? I will check mine.
Congrats and keep on!

Thanks. I have no idea what is going on with the glass on the right side. As far as I tell the polys are fine. I flipped them once and it had no affect. If you figure out what the problem is, let me know.

Here is my latest render.

http://upload.fuzzylizard.com/Natural_History-GI_sun-PolyAreaLight-v1-0011.png

punytjoshi
12-11-2008, 10:45 AM
This is my image that I could not link in my Last Post
http://i120.photobucket.com/albums/o168/modelerpunit/NaturalHistoryFinalPost_2.jpg


Will be looking forward for comment critic from every one

Cybergooch
12-11-2008, 03:57 PM
hi,
it's always nice to see c4diers (& old schoolers) in these challenges!
looking good already, expept for the foreground part, in the stairs.
they are a bit underexposed. perhaps you could add a fill light in front of the camera, or add a specular only light in the main exhibit area pointing at the camera and define the shapes more clearly.
regards,
george

Thanks George, will do. I've added some fill from the windows behind the camera, will post it.

brookselliott
12-11-2008, 04:45 PM
I really like nehak's version too. Very nice halo lighting and marble floor. The ceiling artwork is amazing!
I do think the banister railing marble texture is a bit too much marble and may not fit well in the scene.
And the marble on the floor I think needs some tiling to break it up a bit and make it more realistic. Maybe make larger marble tiles with different orientations.

kanooshka
12-11-2008, 05:40 PM
For those of you that feel the scene is taking to long to test render I have a tip! My suggestion is to make some dummy models for the high poly models in the scene, most specifically the architecture. Make them low poly but make sure to keep the relative form of the existing model, apply the same shader and you're ready to test render! =)

Kazbekio
12-11-2008, 06:26 PM
Hi
This is the first render. I need to do more work on textures.

http://2.bp.blogspot.com/_3LgxZaSfHdc/SUFoH0p7m2I/AAAAAAAAAFY/zQ5exJtQ4v8/s1600-h/06-1+byn+3.jpg
http://2.bp.blogspot.com/_3LgxZaSfHdc/SUFoH0p7m2I/AAAAAAAAAFY/zQ5exJtQ4v8/s1600-h/06-1+byn+3.jpg

Kazbekio
12-11-2008, 06:40 PM
Hi
This is the first render. I need to do more work on textures.

brookselliott
12-11-2008, 07:04 PM
Jorge Mari,

Really nice first try and it looks like its almost finished. What did you use to render and light with?

Amazing lighting and really nice angle choice...

Cybergooch
12-11-2008, 07:34 PM
Round 2

http://www.cybergooch.com/storage/05.jpg
http://www.cybergooch.com/storage/fr01.jpg

I added some fill light for the stairs in the foreground. Since everything's set up already, I did a rendering with FinalRender2 as well for comparison.

The top image is all hand lit, while the bottom one uses GI. There are things I like and dislike about each image, but the challenge was fun.

Top image is mostly area lights. It only takes about 5 minutes to render when I use shadow mapped shadows, but when I turn on Area Shadows for the area lights, the render time jumps to 4 hours!

The finalrender2 scene only took about 10 minutes to set up, using a physical sky for the scene. It renders in about 45 minutes. Cinema 4D used for both. The GI scene was a lot easier and faster to set up, but I learned more doing the first scene and placing all the lights!

-E

MartinRomero
12-11-2008, 07:48 PM
Hello Jeremy,

For this scene I used 3Ds Max 2009, Mental Ray and Global Illumination. I set up area lights on the windows, a directional light and 4 point lights in the center of the building just for fill and bounce, the rest was taking care bye the FG.

http://features.cgsociety.org/newgallerycrits/g00/234000/234000_1229028317_large.jpg

brookselliott
12-11-2008, 10:41 PM
Here's my final for a close-up shot lit and rendered in Blender:

Highres here:
http://www.flickr.com/photos/8011986@N02/3101506590/sizes/l/

SamirBhol
12-12-2008, 02:44 AM
Hi all
Here is my first post in this forum..
No GI used ...only area lights & some spot lights... working on the textures & will post is soon..
C&C welcome.

SamirBhol
12-12-2008, 02:48 AM
Hi All ..
This is my first post in this forum..
Here i ve used some arealights, for the windoe..and some spot lights..
No GI is used... I m working on the textures ,,& will post the image with the textures soon...
C&C welcome..

SamirBhol
12-12-2008, 02:58 AM
Hi all
This is my first post..
No GI used ..just some area lights & some spots..
Still working on the textures...will post the textured version soon..
C&C welcome

Sjeet
12-12-2008, 08:31 AM
Hi all..
this is my second post...the first one is rendered using GI.. with Maya mentalray
& the second one is just normal mental ray render with some area & spot lights..
c&c welcome

octane52
12-12-2008, 12:01 PM
Hello, thanks for the comments Jeremy, I hope you like the progress on my image.

I use some rimlight_shader from the autodesk area for the dynosaurs, and more detail in glasses and textures. I need 5 pasess for the final composite, a beauty pass, oclussion, two volume lights and a glow for the back windows.
All bumps are normal bump
Render time beautypass:5 h

http://img156.imageshack.us/img156/9128/museoweb2nm4.jpg (http://imageshack.us/)
http://img156.imageshack.us/img156/museoweb2nm4.jpg/1/w800.png (http://g.imageshack.us/img156/museoweb2nm4.jpg/1/)

kaceface
12-12-2008, 01:12 PM
octane52,

I really like the color/texture variation in your floor tile, also nice choice rotating the triceratops to make for a more interesting silhouette. The t-rex shadow seems dense or muddier looking than I would expect it to be, especially because I am not seeing much of a contact shadow for the tri.

I like the harmony in color choice of the structural arches towards the ceiling and the dinosaur bones. It definitely draws attention to the parallels in their skeletal forms . . . the arches acting as a rib cage to the central spine of the building. Nice work.

d2fan
12-12-2008, 02:47 PM
Hello everyone, thanks for your comments. Here's my update.
Render time ~1h20min

http://img100.imageshack.us/img100/4643/maintst2up6yh0.th.jpg (http://img100.imageshack.us/my.php?image=maintst2up6yh0.jpg)
http://img508.imageshack.us/img508/6438/main1up7rt3.th.jpg (http://img508.imageshack.us/my.php?image=main1up7rt3.jpg)
And my Vray settings, may be someone will find them useful.
http://img100.imageshack.us/img100/6628/15104698fp4.th.jpg (http://img100.imageshack.us/my.php?image=15104698fp4.jpg)

octane52
12-12-2008, 03:40 PM
Thank you Kaceface!
Im rendering the beauty pass again with some modifications like, caustics enable for a more accurate color dispersion and wood texture for the two fosil boxes.
Im not using the physicalSky, I prefer more control and use a more classic ilumination mode with my own background color and intesty from the camera and some sopt lights and area lights for a better control in specular and photons.
I think about the color bleed with the stainedglass in the afternoon was a good way to iluminate and create an athomsfere in the scene.

steelmonkey44
12-12-2008, 09:37 PM
Slow day at the office, decided to tackle this challenge. This is a very nice model, lots of fun to mess with. Done in Max 2009 and Vray.

BlenderFan
12-13-2008, 04:11 AM
I tried to add more contrast, as well as get dramatic shadows from the dinos. A few materials have also been tweaked. All was done in Blender, except for the floor and building textures which are photos I prepared in Photoshop. I also used Photoshop for a few minor corrections. I really love critique and/or comments.

Have a nice day.http://home.comcast.net/%7Escimaster/Natural%20History.jpg

kaceface
12-13-2008, 12:46 PM
Hi Everyone,

Thank you for your comments Jeremy. I tried to get more of a rim on the bottom row of teeth like you suggested. I also checked to make sure all my shadows were turned on, which they were...do you think the light inside the jaw was because the spots were shining from below? The lower jaw has a pretty big opening at the bottom...

In addition to those changes, there are a few reflections in the glass display now, I added an ambocc pass and I changed the direction of the moonlight. Thank you again for all your help and I look forward to additional critiques. http://forums.cgsociety.org/attachment.php?attachmentid=136041&stc=1

visua
12-13-2008, 04:22 PM
My latest revision:

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

claytondouglas
12-13-2008, 05:26 PM
Are there fabulous cash and prizes for winning? Cartman once said...you cant get anyone to do anything without fabulous prizes. Not that I agree, but Im curious?

SeaBreezy
12-13-2008, 05:44 PM
Awesome work guys! I finally found time to start working on this project. Took about 9mins to render with GI. Still working on render settings and texturing, hopefully I can have it done in the next couple days :D

Thanks guys!

http://i35.tinypic.com/34igvig.png

jeremybirn
12-13-2008, 05:50 PM
Are there fabulous cash and prizes for winning? Cartman once said...you cant get anyone to do anything without fabulous prizes. Not that I agree, but Im curious?

Oh, yes! Fabulous beyond your comprehension! Maybe instead of "Try the Lighting Challenge!" I should change my sig to "Try the Lighting Challenge! Punch and Pie!"

-jeremy

octane52
12-13-2008, 06:40 PM
Kaceface,

Your work look nice too. Maybe some textures and more depht in the camera angle could be better.

I made a final render but hope some comments to take the final retouche, thanks Jeremy.
http://img241.imageshack.us/img241/4108/museoweb3mx3.jpg (http://imageshack.us/)
http://img241.imageshack.us/img241/museoweb3mx3.jpg/1/w1280.png (http://g.imageshack.us/img241/museoweb3mx3.jpg/1/)

And render layer too.

http://img241.imageshack.us/img241/2374/capasrendernw9.jpg (http://imageshack.us/)
http://img241.imageshack.us/img241/capasrendernw9.jpg/1/w640.png (http://g.imageshack.us/img241/capasrendernw9.jpg/1/)

steelmonkey44
12-13-2008, 07:33 PM
Oh, yes! Fabulous beyond your comprehension! Maybe instead of "Try the Lighting Challenge!" I should change my sig to "Try the Lighting Challenge! Punch and Pie!"

-jeremy


Mmmmmm punch and pie........ That makes this challenge even better! :)

kerosene
12-13-2008, 07:46 PM
sorry that I am posting this this late - haven't had any time to play 3d at home this week.


The file is 3ds - I tried importing it in max and the dino objects seemed to come broken - you might have to weld some points on them. Also I rushed and never fixed the more angular lamp - that still has flipped faces and most likely 3ds broke the seams between flipped faces.

Quick explanation of the file: Most pieces are instanced - I did this retarded manual copying off most of the pieces so that they would be instanced. This will be very helpful for any possible UV work and will definitely help in rendering memory usage too. File saving will also be zillion times faster with instanced bits.


http://rapidshare.com/files/173083625/Museum_of_natural_history.3DS.html

Cheers, looks like I might not have time to do the challenge right now but hopefully that is not the case.

brookselliott
12-13-2008, 08:25 PM
Hey,
Is there any interest in breaking this challenge into two sections:
One for long shots and one for close-ups?
It seems like there are different lighting challenges for a close-up of a TRex with Interior sections in the background as apposed to a long shot with a lot more elements and lighting considerations. Just my opinion but it seems like there are different creative uses of tools and methods for both scene types..
I am limiting my use of tools to the freely available so I might be way off base here?

casagan
12-13-2008, 08:26 PM
New update. More work on the background illumination. Better rim lighting on the dino. Still doing tests for better texturing, and overall look of the image. I'm not using GI, only ambient occlusion and spot lights. Also a bit of post process for adjusting some specular layers and trying the dino to stand out a bit in the image. Dof, lens deformation and dispersion also in postprocess. I see very nice images in the thread... Good work everyone!:beer:.


http://farm4.static.flickr.com/3177/3104931391_74ee9693ec_b.jpg

kerosene
12-13-2008, 08:28 PM
and max2008 version

http://rapidshare.com/files/173093904/OBJ_Cleanup_Done.max.html

this one also has objects already split on layers. Same as the previous file - all instanced, objects linked to a null so I got the center line moved to origin and scaled to realistic scale (seemed that it has some typical inch/metric system scale issues).

This file might act unpredictably in metric system units computers as the symmetry modifier doesn't change its values when you choose to "scale scene to match system units".

Have fun.

brookselliott
12-14-2008, 01:39 AM
Here's my first try at a long shot GI entry lit in Blender rendered with Yafray
Highres: http://www.flickr.com/photos/8011986@N02/3105408939/sizes/o/ (http://www.flickr.com/photos/8011986@N02/3105408939/sizes/o/)

StephenQ
12-14-2008, 02:49 AM
why i always cant open the download website?i am in china

claytondouglas
12-14-2008, 05:27 AM
Mmmmmm punch and pie........ That makes this challenge even better! :)

So I guess this means I wont be getting a solid gold house...or perhaps a solid gold yacht for participating.....Maybe a robot slave.....a magazine subscription.....a scruff on the head....

You mean to tell me this is just a learning experience. God@#%$it....I want a hat or something!

infectedbo
12-14-2008, 07:36 AM
Hello everybody !
Here is my latest try
http://smages.com/i/72/ae/72ae8d902f317f3018eccd523ed7ed43.jpg
i've changed the whole lighting scheme. How do you like the view ?
I will change the ceiling texture also , i do not like it at all...

lolofedo
12-14-2008, 09:38 AM
Hello, great renders here, congrats.

Just for fun, my try (Cinema 4d and Vray):
http://laurent.fedorenko.free.fr//Lightingchallenge17/lighting-challenge-lolo.jpg

http://laurent.fedorenko.free.fr/Lightingchallenge5/lighting-challenge-lolo.jpg

Dipali
12-14-2008, 05:56 PM
Hi,

This is my first post to this challenge. I have used Maya for lighting and Shake to comp the image. I tried to give it a dramatic look - something dramatic happening @ a place filled with magic. Not used any textures, as i was not sure dat i'll be able to give justice to dat b4 deadline. So here it is..pls comment and guide.
http://i209.photobucket.com/albums/bb231/Dipali_album/CG_Challenge_17/Natural_History_Final_V01.jpg

BlenderFan
12-14-2008, 08:52 PM
@dipali Your scene looks too uniformly lit to me. I think it would be neat if there was just light on the dinosaur and the skulls, with the light coming from their eyes stronger. Hope that helped some.


Have a nice day.

visua
12-14-2008, 10:11 PM
Minor update:

http://www.nicz.net/natural02.jpg

locke2121
12-15-2008, 12:52 PM
Really wish I could do this but after playing with it I realize my system can't handle the model size. Even if I tore it down to just the bare bones...I've only got a gig of RAM to play with. lol But after studying everyone's work, I'm learning so much about light placement and environment! I'm gonna play with the bottle challenge...and save up for more RAM! LOL!

georgedrakakis
12-15-2008, 04:28 PM
Hello, great renders here, congrats.

Just for fun, my try (Cinema 4d and Vray):


cou-cou!
i love it!

ps: where are the life-savers?

Bispo3d
12-15-2008, 07:20 PM
Hello for all my name is Fabio Bispo and this is my fist time in the lighting challenge .

This scene is very good ! great modeling !!!

I tryed to make some like cine scene .

I use 3Ds Max and vray for Render and photoshop for ps production, render time take around 12 hours .

final image

http://img523.imageshack.us/img523/1150/trexfinalbaixadw2.jpg (http://img523.imageshack.us/my.php?image=trexfinalbaixadw2.jpg)

work process and some references that i use .

http://img149.imageshack.us/img149/8360/wipprocess1ck3.jpg (http://img149.imageshack.us/my.php?image=wipprocess1ck3.jpg)

kiko77
12-16-2008, 12:51 AM
hello my friend bispo liked much of his work congratulations.

kanooshka
12-16-2008, 01:55 AM
Here's my second post! I relit most of the scene and took advantage of volume lights. I tried to really focus on keeping the light focused into pools of light and did a lot of play with rim lights. Hope it's looking better!

http://dockay.com/CGTalk/LightingChallenges/17_Natural_History/Natural_History_02.jpg

reinhart82
12-16-2008, 04:07 AM
Thanks for the comment jeremy:) Abit lazy to move the dino lol:p Will be trying for a day scene now. Only did some color change for my night scene. This should be my final version for the night scene.

http://img166.imageshack.us/img166/9199/nhmuseumnight03tu1.jpg (http://imageshack.us)


For the day not much different.Only changed some of the lighting to make it look like day:pComments are welcome

http://img383.imageshack.us/img383/4419/nhmuseumday02bl1.jpg (http://imageshack.us)

infectedbo
12-16-2008, 09:13 AM
Hello everybody !
my latest try :
http://img168.imageshack.us/img168/6013/naturalhistory3dmax11hr9.th.jpg (http://img168.imageshack.us/my.php?image=naturalhistory3dmax11hr9.jpg)
:bounce: :bounce:

TubbyBear
12-16-2008, 05:02 PM
Hello this is my first try,

http://thumbnails11.imagebam.com/2107/6d909921061311.gif (http://www.imagebam.com/image/6d909921061311)

brookselliott
12-16-2008, 08:21 PM
reinhart82

My opinion is that reinhart82's entry is the best so far. Only a few problems with slightly angled placard on the first sign and the halos around the accent lights on the REX look a bit strange but other than that this is the winner in book so far. Very realistic look and feel. Excellent work!

Patience
12-17-2008, 08:07 AM
Hello everyone,

Here my first attempt in several areas. My first entry in a challenge, my first lighting of a huge scene, my first tests with some Vray parameters to understand well how much they impact the quality and the render time of an image. I know this image is a quite neutral but I spent a lot of time to have this quality (for my side, I'm pretty happy of the result, hihi).
I have been working on this for a week, I know it's a little bit late to start working on a scene like that for the challenge but I think it would be very instersting for myself to try lighting without to model the scene, to have feedback and to compare my work with other ones which are very instructive.

So, I used 3dsmax, Vray for lighting and MentalRay for ambient occlusion. It took 2hr for rendering.

Tchao^^

http://img341.imageshack.us/img341/3492/test10render01nf0.jpg

infectedbo
12-17-2008, 08:23 AM
http://img377.imageshack.us/img377/1682/naturalhistory3dmaxccnv2.th.jpg (http://img377.imageshack.us/my.php?image=naturalhistory3dmaxccnv2.jpg)

One more shot :wip:

wiz4rd
12-17-2008, 11:07 AM
Here's my first try (on this scene, and on doing one of the lighting challenges in general). Just threw in a few lamps: the 2 hanging on the walls and a some on the upper galleries, plus some spots for the dinos and a dim sun-lamp for the shadows on the floor. Didn't do much as far as texturing is concerned, just very basic noises to break up the uniformity of the colors. (I know, the glass around the bottom of the dinos looks wrong. It's too reflective, rather than transparent. That's on of the points on my to-do list)

http://img340.imageshack.us/img340/9840/attackfullme1.jpg

I'm going for something like a nighttime scenery. But there must be something happening, so I need a little more action. Like a thunderstorm outside which could bring in some scary feeling.

Rendered with Blender internal, and little contrast and brightness correction with the GIMP.
Comments and critique very much appreciated.

Thanks for providing this awesome scene!

ferdaviola
12-17-2008, 11:57 AM
i'll do it too,
my first try of a contest soon
i'll update some renders

Bispo3d
12-17-2008, 12:21 PM
Thanks !!! my friend Kiko77

I saw your scene ! very good to ! Congratulations

pedroconti
12-17-2008, 12:33 PM
Congrats my friend Bispo! youre scene is amazing!!!
Keep going dude!

ferdaviola
12-17-2008, 07:07 PM
hey guyy sorry for this stupid question,
but i have no ideia, how to post some works mine
i've been in a lighting challenge but i don't know how
I post my work progress of this challenge
sorry again for this stupid question
=)

marioroman
12-17-2008, 09:01 PM
Ill do my best. Im new in the cgsociety and i see thers a lot of talent around.
I still have about 2o days to do it.

KurtS
12-17-2008, 11:36 PM
Bispo3d - nice work!
about your final rendering, I think you have cropped it to much. Your original (the one without effects) shows a bit more of the floor and the roof, important parts that adds depth and drama to the composition IMO.

Delete-account
12-17-2008, 11:45 PM
Going away for the Holidays tomorrow which means I'm leaving my Maya nooooooooo, so I whipped this up today. Critiques welcome, I only focused on lighting and didn't mess with textures as I only had a few hours so forgive me.

Maya, Mental Ray, no FG just a combination of area and spot lights with raytraced shadows. After effects with Sapphire plugins, and photoshop.

Render Time: 12:48

http://iamthetim.com/comcast/img/Natural_History_lighting_challenge.jpg

kanooshka
12-18-2008, 12:37 AM
ferdaviola: Welcome! There are a couple different ways to post an image. One way is to click on the manage attachments button which is below in additional options when you post a reply. Another way is to place your image on a site like photobucket.com or imageshack.com then copy the [IMG] tags into your reply.

rameshganga
12-18-2008, 02:58 AM
Hi jermy this is my first upload and expecting u r valuable comments.............
http://img402.imageshack.us/img402/6139/finalmg0.jpg

Slazzo
12-18-2008, 11:50 AM
Gr8 renders Infectedbo and Bispo3d, i really like them all.
So far i done:
http://img255.imageshack.us/img255/1218/slazzowipchalangewc4.th.jpg (http://img255.imageshack.us/my.php?image=slazzowipchalangewc4.jpg)

shadowcrew
12-18-2008, 02:08 PM
hi friends, my first post in this challenge...

i done the different moods of lighting without texture...

Render is done using maya & mental ray with different light passes, final composition is done in photoshop.

all c&c are most welcome

http://img70.imageshack.us/img70/8571/01jc6.jpg

http://img205.imageshack.us/img205/1181/02us7.jpg

http://img205.imageshack.us/img205/3060/03tc4.jpg

http://img205.imageshack.us/img205/5792/04hv5.jpg

http://img205.imageshack.us/img205/8800/05md5.jpg

Antfarms
12-18-2008, 04:57 PM
This is my very first post towards lighting and rendering challenges,though i am following the challenges since fruit bowl.
I have tried to it give a mood of anxiety and anticipaction.Its software lighting and rendering,in Maya2008,render time approx. 2mins 38 secs.
Hope you guys appreciate.
C&C are most welcome
. (http://s389.photobucket.com/albums/oo339/AnupamDas/?action=view&current=naturalhistory.jpg)

Antfarms
12-18-2008, 05:40 PM
Hello everybody,
My latest post towards the challenge.
I tried to create a drama.I did it in software lights and renders,no plugins.
C&C are welcome.
Hope it will be appreciated.
http://i389.photobucket.com/albums/oo339/AnupamDas/naturalhistory.jpg

Slazzo
12-18-2008, 11:57 PM
:wip: C&C will be grateful to hear... no ideas how to improve it

http://img171.imageshack.us/img171/7765/0009cgchalange02at5.th.jpg (http://img171.imageshack.us/my.php?image=0009cgchalange02at5.jpg)

jeremybirn
12-19-2008, 02:40 AM
Slazzo - Welcome! Good start! From your last post, I think the reflections on the glass in the lower right are a very prominant part of the shot, but they are confusing. Why are the window reflections upside-down? Why do the reflections on the upper glass get cut-off when seen through the lower glass? The t-rex could use some rim light from the windows behind him, glancing off his back. Those rear arches could use some fill light, they look like black holes that no light has bounced into.

Antfarms - Welcome! For a night scene, try to get a lot of contrast, with dark shadows, less overall ambient light, and more control over selectively lighting certain areas while leaving others dark. Maybe you could pick and choose which of the lights you've got now are really needed in the scene, and start just with those?

shadowcrew - Why don't you focus on the 04hv5 one as a starting point. Make sure your objects cast shadows onto the floor, and add some reflections.

rameshganga - Welcome! Try to be more selective about which areas you light, and make sure all your lights are casting shadows. Maybe you could simplify your set-up by using fewer lights, and testing them one at a time in isolation to make sure you know what they each do.

THE-TIM - Welcome! The upper left looks terrific! The t-rex is fairly well defined. The right wall looks much too bright to be lit by the lighting in that room, and the shadow of the t-rex hits too high on the right wall to be light from the skylight. The left wall has a funny airbrushed-chrome thing happening in the archways. If you didn't add an environment map for that, then it might be caused by raytraced shadows with a ray depth limit of only 1, meaning that your shadows don't appear in reflections. The trace depth problems also seem to appear where the lighting on the floor looks brighter where you see it looking through the glass, there are probably raytraced shadows there that don't appear through any additional levels of raytracing.

wiz4rd - Welcome! That's a good start. The t-rex reads well. The base of the columns and displays lit by the orange light don't look connected to the floor, to fix that, either the floor needs the same orange light, or else the orange light should fade out before it reaches floor level. You could also use reflections and shadows on the floor to give the floor some presence and tie it together with what's above it. The key light on the left dino could come more from the left side instead of the top, you could put some light on the stairs behind it if the right profile loses contrast because of that.

infectedbo - Those are great! Nice texturing. The cool colored background area contrasts nicely with the warmer foreground. In the area around the two doors, the contrast seems too abrupt, as if the blue light might spill more naturally through the doors into the foreground more. The shadows of the dinos look very sharp, and there only seems to be one shadow as if it were lit by only one light. I'd like softer shadows for the overall fill, and if there are shadows from spotlights there could be several of them. For the light from the spotlights onto the walls, try adding a soft glow outside of the beam, so that in addition to the focused beam there's also some softer illumination cast from the light that isn't as perfectly focused.

-jeremy

Slazzo
12-19-2008, 08:55 AM
Thanks Jeremybirn, reflections are from the door behind the camera, and yep they are cut off a little bit :)...

one more... ))
http://img518.imageshack.us/img518/1102/0009cgchalange03gk8.th.jpg (http://img518.imageshack.us/my.php?image=0009cgchalange03gk8.jpg)

shadowcrew
12-19-2008, 09:28 AM
thanks jeremybirn, i'll try to improve .

Bispo3d
12-19-2008, 01:39 PM
KurtS (http://forums.cgsociety.org/member.php?u=215724) -

thanks for coment, i will epen crop area !!! next week i will post a new Render . i think i need improve the bones of Dinos because luck like chocolate.

joel3d
12-19-2008, 05:00 PM
Hello chalangers! Thanks Jeremy.

I didn't know that this had been going on, What a pleasant surprise. Seems like a long time ago that Jeremy wrote to me about wanting to set up this project, nice scene you put together.

Alvaro, Great job on the architecture! I visited the NHM last year.

I really am enjoying seeing all the good work from everyone, it will be fun to watch the progress.

Happy Holidays everyone.

jeremybirn
12-20-2008, 06:48 AM
Hello chalangers! Thanks Jeremy.

I didn't know that this had been going on, What a pleasant surprise. Seems like a long time ago that Jeremy wrote to me about wanting to set up this project, nice scene you put together.

Alvaro, Great job on the architecture! I visited the NHM last year.

I really am enjoying seeing all the good work from everyone, it will be fun to watch the progress.

Happy Holidays everyone.

Hi Joel! We love the dinosaurs you modeled!

Thanks,

-jeremy

jeremybirn
12-20-2008, 11:14 AM
Slazzo - The walls seem very evenly lit, big areas the same tone, see if you can get more variety and shading there. The glass is getting better, maybe add highlights and make it lighter? The lower architecture could use a little bounce light.

Patience - Good start! If the sunlight is aimed towards the left, then the fill light should probably be brighter around the sun direction, darker on the other side. In some places the walls/columns don't seem to have well-defined contact with the ground, shadows, occlusion, and reflections can all help with that.

TubbyBear - Good start. Major surfaces (floor, side wall) look very flatly, uniformly lit. Try adding shadows, reflections, and controlling the light so some parts are illuminated more than others.

reinhart82 - Your night scene looks good. I think the t-rex head blends into the murky background too much, I'd like to see some light on that. The day is off to a good start. The rings of flare around the two spotlights at the base of the t-rex look unnatural, they have banding issues and are bigger and brighter than you've expect for the glow around a lightbulb in daytime. Since you have a sunbeam hitting the floor, try adding the softer fill light from the sky that surrounds it, more blue and hitting a broader area than the sunbeam. The lighting on the t-rex, especially the head, looks really good in the day scene.

kanooshka - That's great! The texturing is nice. Right in the upper center, near that lamp, there seems to be some texture stretching, though. That's a place you look right away, to the left of the lamp, so if you could put some other texture on the side there it would help. The dinosaur lighting is good, I'd like to see more light on the top of the t-rex head, since there's a light right above him. You might put a little glow around the footlights surrounding the dinos. The glass could use more presence.

Bispo3d - That's great! I think both dinos, but especially the one on the right, could use some more top-down light. The one on the right could also use some light coming from the direction of the bright doors onto the front of his nose. The glass along the bottom edge of the shot seems to cut-off the reflection of the doors, maybe this is a trace-depth issue? The rear of the t-rex is getting a bit lost compared to all the background stuff happening behind him. Maybe there could be more rim on the t-rex?

locke2121 - Only a gig of RAM? I doubt many people working on the original movie Jurrasic Park had a gig of RAM in their workstations. You can do a lot with a gig of RAM. (Not that getting a little more would hurt...)

visua - That's looking magnificent. I think you've got a very wide-angle view there, and you could look into options adding a little barrel distortion in post. The corner between the left wall and the rear wall has a very abrupt lighting change, as if the edge of the sunbeam and the edge of the wall just happened to line-up perfectly. Maybe moving the sunbeam to the left or right could make that area look more natural? The white windows on the left side look a little too bright to me, as if they are even brighter than the sky seen through the skylight above, but not adding as much blue fill light to the area around them. On the stainded glass windows on the back wall, maybe you could get rid of the white boxes near the base, and just have the colored glass all the way?

Dipali - Your scene is very brightly, evenly lit. Why not start with just 1 light source, such as a window or lamp, and set up a light with shadows that really represents illumination from that one source. You can build from there with other lights if you want, but think about their motivation (what you are trying to depict) as you add each one, and test each light separately with a test-rendering that has the other lights hidden.

brookselliott - Good start! The scene seems very brightly and evenly lit. Make sure there are shadows on the floor, and light is only aimed at the parts of the set that it would really reach.

kerosene - Thanks for the Max file!

casagan - Nice shaping on the dino.

octane52 - I don't know why the lighting on the back wall doesn't match the side walls, maybe you could dim down the back to make them look more connected in the beauty pass? I think you've put a lot of effort into the glows from the back windows, so now you could do a little more with the skylight, like a brighter sky near the sun or some glow from those upper windows?

SeaBreezy - Welcome! Keep going with that!

kaceface - That looks great! The lamp in the lower frame looks transparent or something, maybe it's just the reflections making it look that way. A little bit of that blue light could kick off the tail, filling in some of the black parts.

BlenderFan - Looking good! Your image looks like the point-of-view from a car with two headlights lighting the scene...

steelmonkey44 - Great job! You need to get the glass working still, but the materials overall look good. I think the under-side of the stairs in the center of frame are too bright, especially with the contrast with the black support bars, you could bright those two to a more similar tone so the area doesn't attract attention. The lower teeth could also go darker and be more back-lit looking.

d2fan - Nice scene. Thanks for sharing your settings. Maybe you could get a little more light and shaping onto the dinosaurs, and darken the foreground railings, in the lower one?

Sjeet - Welcome! Those are good starts! I wonder if you could give more of a sense of depth to the scene making the foreground darker, and then the far wall lighter with less contrast?

MartinRomero - Looks good! The lighting seems very uniform now, I wish some directions got more light and others less...

Cybergooch - Those are great! I think the top one is best. Maybe it could use a little more fill/bounce on the right dino to fill-in the blacks, and the t-rex could use some light.

Kazbekio - Welcome! That's a good start! I looks very uniformly lit. Try to make some areas brighter and some darker.

punytjoshi - Nice job! Looks like that matte painting challenge...

fuzzylizard - Good job! The set looks very evenly lit, see if more sky fill can come from the bright side around the sun. The dinosaurs could use some more light and shaping.

Nehak - That's great! Nice shading. The long wall looks very ambient-lit to me, maybe that could be toned-down if the light's supposed to come from behind it. The dinosaurs could both use some top-down light.

-jeremy

lolofedo
12-20-2008, 12:29 PM
Just a try with Ivy and volumetric :

http://laurent.fedorenko.free.fr//Lightingchallenge17/lolomuseum.retouch%E9volumetrsmall.jpgNext step : caustics......

Slazzo
12-20-2008, 02:01 PM
http://img123.imageshack.us/my.php?image=0008cgchalange1302bn7.jpghttp://img123.imageshack.us/img123/6828/0008cgchalange1302bn7.th.jpg (http://img123.imageshack.us/my.php?image=0008cgchalange1302bn7.jpg)
Thanks again for critique. i'll take it in mind for the next wip

Sjeet
12-21-2008, 04:19 PM
thx Jeremy,,,
Just waiting for ur critique..i m working on the texture... will update the render in a short while....
will concentrate on ur comments...
Thx again....

wiz4rd
12-21-2008, 06:22 PM
Thx for the feedback, Jeremy.
I think the lighting in the background in general needs improving, since the stairs really almost disappeared. Wanted to fix this anyway. This might reduce the impression of things hanging in the air.
As for the lighting issue on the Triceratops, this will be definitely changed.
Actually, I had set up the key light to come from the left, but forgot to tune down the intensity of the light coming from above... :banghead:

tuqueque
12-22-2008, 02:44 AM
All right, this is my WIP... sadly i don't know if i can finish it before deadline but i'll try my best... Is Blender Internal renderer using an -in development- feature called LightCuts which basically gives GI... There's no light rigs or any trick, is probably the most accurate GI possible in Blender right now. Rendertimes are horrible (from 12 to 24 hours per image) but i think it shows the real potential of Blender.

http://img516.imageshack.us/img516/6154/prueba15ag3.th.jpg (http://img516.imageshack.us/img516/6154/prueba15ag3.jpg)

http://img72.imageshack.us/img72/2747/prueba16kx7.th.jpg (http://img72.imageshack.us/img72/2747/prueba16kx7.jpg)

http://img224.imageshack.us/img224/4421/prueba17na1.th.jpg (http://img224.imageshack.us/img224/4421/prueba17na1.jpg)

Greets.
tuqueque.

fuzzylizard
12-22-2008, 03:34 AM
Thanks for the comments Jeremy. I will work on lighting the dinos more. For this render, I was playing around with textures and trying to get them to stand out more.

Still working in Modo. Render took about 4 hours to do using Global Illumination and a bunch of area lights.

http://upload.fuzzylizard.com/Natural_History_Museum_v0008.png

Ar-Gon
12-22-2008, 07:13 AM
This is the first time i post here so hello every people.
Very nice contest and modelling.

Here isi my first render, i'm still working on it.
http://img120.imageshack.us/img120/9356/081221sk0.jpg
Soft: 3ds max & Vray, render time 15mn, no post prod

vgabex
12-22-2008, 11:26 AM
Hi!

My first post & first try.
Lightwave 9.3 + Kray OB8
Q6600 @ 3gHz, 8Gb RAM, Vista 64
Render time: ~1h

http://features.cgsociety.org/newgallerycrits/g03/355403/355403_1229948673_large.jpg

punytjoshi
12-22-2008, 04:06 PM
Thanx for the reply jeremy. please tell me which matt painting challange you mentioned about .
I would surely like to see that.








thanx

steelmonkey44
12-22-2008, 04:31 PM
Thanks for the reply and comments Jeremy. I agree the glass needed some work. I never really spent any time on it in the previous version.

I had some more time today, so I worked on a new version. As always comments and critique are appreciated.

Thanks

Kunotaku
12-22-2008, 05:31 PM
Hi everybody.

Thanks Jeremy for your comments.

This is my next try. I put Light for dinos on the top where the moonlight is placed & increased its intensity,
also I decreased intensity of the filllight for the room. So the image become more contrast.

Comments & criticks are welcome.



http://i488.photobucket.com/albums/rr243/Vizar/NatHist-1.jpg

BlenderFan
12-22-2008, 08:46 PM
Dissastisfied with my previous entry, I have gone back to just working on the lighting. This is a render of my new setup, using just a gray matte shader for everything. Any suggestions on improving this are welcome.

Have a nice day.

http://farm4.static.flickr.com/3232/3128480285_39785b97e5_o.jpg

herbertagudera
12-22-2008, 11:05 PM
hey guys.. its been eons since i last posted in this challenge.. justa few days ago i had a lot of time to play with the scene.. i added some procedural texture on the dino..

its a work in progress but anyhoo, heres what i wanted to come up with..

dino comes alive. the shot was taken by a photographer.. hehe. im still working on the flash.. hhehe

http://farm4.static.flickr.com/3229/3128104513_24dcee1654.jpg (http://bighugelabs.com/flickr/onblack.php?id=3128104513&size=large)

sergiox
12-23-2008, 12:53 AM
Hahahaha. Too much for my old pentium IV. :banghead: :cry:
Well, some day i'll return. :thumbsup:
Just enjoying your works for now. :bowdown:

Cheers!

pedrojafet
12-23-2008, 01:25 AM
Lolofedo & vgabex,
I loved your entries... Congrats.
Jafet :buttrock:

ahkiat
12-23-2008, 05:39 AM
Hi this is my first entry. Using 3ds max and mental ray. C&C are welcome...

http://i262.photobucket.com/albums/ii97/ahkiat1980/Comp1_0001.jpg
(http://s262.photobucket.com/albums/ii97/ahkiat1980/?action=view&current=Comp1_0001.jpg)

destijlart
12-23-2008, 09:06 AM
Hi, this is my entry for this challenge still on wip i'm still working on the materials and a bit of light twiking c&c are most welcome to improve my scene.
3dmax, vray, Mental Ray for Ambient Occlusion, PS
render time 2h 48min, image res 1500x1250 this the biggest i can render my Dell XPS laptop is crashing more than this.

Good Luck to all participants lets enjoy this!

http://img56.imageshack.us/img56/2462/lighttestzd3.jpg (http://imageshack.us)

Aurelalto
12-23-2008, 12:58 PM
Hello to all, I also decided to participate in this competition, here is my first tries.
3dsmax 2009+vray sp2 , vray sun+sky and something like 50 ies lights !!
My computer : bi-proc quadcore intel xon render by 2000x1124 in 6mins.........
Wait for the comments,
thanks

Nelly68
12-23-2008, 03:58 PM
Ups, I saw this Challange yesterday for the first time. This is my first Rendertest with Cinema 4D Release 11. I try to finished it until January

http://i549.photobucket.com/albums/ii368/micsart_2008/01_first_render.jpg

AnthonyC
12-23-2008, 06:02 PM
Nice to see how all your images are developing here! I haven't had a chance to work on this since last month, but here are my updates to textures...I'm not sure about the placement of the whale, not sure if it takes too much away from the space...

Enjoy the holidays everyone!

http://www.3d-mg.com/flash/worx/Cam8.jpg

sergiox
12-23-2008, 10:11 PM
ahkiat, It's nice to try a night scene. All the lights looks warm. I think it will be a good idea to add some blue lightning at the top of the building, as a contrast.

destijlart, I like your image. The floor looks nice. I think you must work in the volumetric lights and in the briks. Look at the Nelly68 volumetrics.

Aurelalto, the 1st and 2nd shots need more work in the composition. The textures of the building and the tirano seems to have a low resolution.

Nelly68. Looks really good. I think that the floor is too perfect. Looks like a mirror. I think you can give a more "real" look to it.

Excuse my english ;)

ahkiat
12-24-2008, 04:01 AM
Hi, sergiox thanks for your comment. I added a blue light to give it more contrast.

http://i262.photobucket.com/albums/ii97/ahkiat1980/Comp3_0001.jpg

BlenderFan
12-24-2008, 04:24 AM
I am finally beginning to get something I am happy with. The only thing I am still wondering about is how and if I need to add light to the architecture. Anything else you have to say is fine, too.

This image was rendered in Blender. I lit it entirely with spotlights, as it gave me the most control with a contrasty image like this. I rendered out a reflection, refraction, and shadow pass; along with a pass for the dinos and their cases and a pass for the background. These were all layered together in Blender's compositor, where I also increased the contrast and blurred the reflection and refraction passes.

Everyone is doing a phenomenal job, and I am really enjoying this.

Merry Christmas.

http://farm4.static.flickr.com/3199/3131907897_8d524c640e_o.jpg

destijlart
12-24-2008, 05:31 AM
Thank you very much for the comments here,s my update c&c are still welcome....

http://img376.imageshack.us/img376/4936/cgtalkbc5.jpg (http://imageshack.us)

Aurelalto
12-24-2008, 08:48 AM
Completely all right with you sergiox, but the images look like bad resolution because I am limited in 94k upload here, there is a solution to post heavier images???.............

BlenderFan
12-24-2008, 02:21 PM
@Aurelalto I would recommend that you upload your images to a photo hosting website and then insert them into your message. This way you will not be limited by the maximum attachment size. Hope that helped.

Aurelalto
12-24-2008, 02:28 PM
Thanks for the answer Blenderfan , I will fix it to the next post !!
;)

robinmitra
12-24-2008, 04:15 PM
Interesting competition...will post my render soon

zero08
12-24-2008, 05:26 PM
Merry Christmas to all Enjoy! :beer:

f3rd5
12-24-2008, 08:11 PM
Happy Holidays everyone!!!:beer:
Here's my post for this lighting challenge. Rendered in multiple passes and layers with Maya and finished through compositing using Combustion. Lighting set-up was done manually,...no FG or GI employed. C&C are greatly appreciated. Thanks !


http://i439.photobucket.com/albums/qq113/tangnanyo_lahat/museum_comp_ferdz.jpg

kunwarnikhil
12-24-2008, 11:03 PM
hi guys so far havent been able to update anything after my fst post as had no time to work further on the scene. great posts everyone. some of the renders are really mind blowing form my point of view as they really light up the scene keeping in mind the actual museum as the glass on top has been designed to capture the natural light and cast it on the display to highlight the displays Bravo i say

Antfarms
12-25-2008, 12:44 AM
Wishing all the artist a very happy Christmas and happy holidays.May god bless us.
Special regards to Mr.Jeremy Birn

CGmm
12-25-2008, 03:23 AM
It's already been a year since the christmas lighting challenge
we were doing!
I had a chance to spent hours and enjoyed this great museum scene.
Simply adding spot lights in maya, and tried to find right angles to catch good shadows.
Finally I changed some light colors only for tonight.

Thank you.

ABOUTCG-STUDIO
12-25-2008, 03:28 AM
Happy Holidays everyone!!!:beer:
Here's my post for this lighting challenge. Rendered in multiple passes and layers with Maya and finished through compositing using Combustion. Lighting set-up was done manually,...no FG or GI employed. C&C are greatly appreciated. Thanks !



wow, thats very impressive!!

Delete-account
12-25-2008, 04:52 AM
Hi Jeremy,

Sorry to get back to you so late, but I've been in the middle of the desert without email. Anyway, thanks for the c&c and I think you are right with the raytracing issue. That and I think there is a weird UV thing going on where the left wall is getting funky, easily fixed. I wanted to pick you brain about your other comment about the right side being too brightly lit for the skylight and the T-rex shadow being too high. I actually have lights in the corridors to the left shining through, and the shadow is actually correct for that lighting scheme. I was looking at it as thought it was a dark room being lit by the skylight and then there being light coming in from the lobby on the left off screen. I agree the wall is too overexposed, but looking at the render from the framepoint of having extra strong light from an off camera lobby do you feel the light rig is not correct? Any thoughts would be great.

Thanks and happy holidays!

Tim

kiko77
12-25-2008, 10:44 AM
Hello friends, Merry Christmas to all of great peace.

Thank you

visua
12-25-2008, 02:12 PM
Mayday mayday, any input here would be most appreciated:

http://forums.cgsociety.org/showthread.php?f=87&t=711318

julvito
12-25-2008, 02:22 PM
ca we use the scene for our portafolio in regards to the lighting and texturing?

EhsanD
12-25-2008, 05:41 PM
Hey !
I have an idea !
Do something to make this challenge better :D
Put a jpg file of the scenes . Then those guys who work in 2D softwares like photoshop and painter and ... can paint over them . 2D lighting .
I really like that !
Would you please do this ?

Thanks .

And good luck every one:applause:

Parelius
12-26-2008, 12:45 AM
I hope I am not too late participating on this :)
gonna be a short deadline on a large scene but isn't that how the industry works :).
Just saw the challenge today and decided to see how i can work this.

ill post a pic before i go to bed

jeremybirn
12-26-2008, 01:38 AM
f3rd5 - Wow. That is truly magnificent. Your shading and lighting are terrific. It's a beautiful scene. In terms of lighting notes, if I could mention anything, it's that the far wall has black areas right around the windows, and I wish those areas were a bit more filled-in so the back wall had less contrast. The composition is nice, but I keep looking at it wondering if we could get-rid of some of the left side, without losing anything. Also, it feels as if we don't get a great look at the dinosaurs from so far away. For a simulation of such a wide-angle field of view, a little barrel distortion (lens distortion) might be a good thing to try simulating, especially if you could enlarge the dinos in the center and just shrink the edges and corners with it.

destijlart - Great job! I love the darkness and contrast in parts of the t-rex. The texturing on the back legs looks like horizontal stripes, maybe a different projection could be used on the long bones. The boy's reflection could be more dark, like the reflections of the displays. I think the glass around the displays could use some highlights from the top, just to give it a little definition.

BlenderFan - That's looking really good. Dinos look nice. Yes, you could work a bit on the lighting on the set. Right now there's blue light in what appears to be a row of semi-circles on the wall and ceiling. The light is shaped almost as if there were spotlights in the architecture, but if that were the case the light would decay with distance and be brighter at the source, dimmer far from the source. You might add some variation (or at least gradients of decay) to those lights. In addition to diffuse illumination, some highlights or reflections could also be a nice addition to the set. You don't want to make the whole set brighter, just to selectively add some other tones and variety to the space.

ahkiat - Great job! That's looking good. I think the illumination from the little spotlights could be softer-edged. Often you need 2 lights in the same place, one with the harder edge and harder shadows, another with a broader cone angle or penumbra, a softer edge, and softer shadows, to give soft outer transition to the lights. Inside of the display cases with the skulls or fossil could have more soft indirect light, reflected within the glass and filling in the objects in the vase.

AnthonyC - Great scene overall! I think the lighting on the floor especially is a bit too bright and uniform. You could darken-down the whole foreground stairs area a lot, and just have more reflections and highlights, but less diffuse illumination. Try to reduce the contrast on the far wall a bit, fill in the black areas with lighter tones, so it fades into the distance more.

Nelly68 - Welcome! That's a good start. The lighting on the two walls looks very uniform when you look outside of the sunbeams. Maybe you could give the left wall brighter fill light, becuase that's near the sun, and darken the right? You'll probably need more light on the dinos, too. Keep going!

Aurelalto - Good start. The walls look very flatly, uniformly lit. I don't see variation with angle, I don't see much occlusion or shadowing, I don't see variation with distance. Whatever source of uniform fill light you're using, either remove it or make it read occlusion from the walls.

herbertagudera - Good start. I think maybe the dino should be brighter than the alcoves in the background. Or if you're going to make it darker at least make sure it contrasts well with the walls behind it.

Kunotaku - Good start! Maybe the shadows running through the fog could be softened a bit. Make sure your fill light casts shadows or uses occlusion, right now it's brightening the geometry on the lower right in an unnatural way.

steelmonkey44 - Beautiful scene! Another area that might get a little more fine-tuning is the teeth. Aren't the teeth the same material as the bones? The lower teeth are white against a white background, and that stops them from popping out as much as they could.

punytjoshi - The Matte Painting Challenge was here:
http://forums.cgsociety.org/showthread.php?f=196&t=501754

vgabex - Welcome! What a great way to make an introduction, you've started with a first-rate scene! Congratulations! If you want some feedback: it seems that the display blocks that the dinosaurs are standing on don't cast reflections. This is especially visible on the floor beneath the left dinosaur. The shading and texturing is good overall. I think the dinosaurs could use a little texture or variation, especially the right one. The display case with the skulls in it looks strange, I think it has too much reflection and not enough texture, and the reflections are distracting. I love the subtle fill light in the upper right corridor. Great work!

Ar-Gon - Welcome! Nice scene! The set in the upper right looks as if it has some light-leaks, maybe a light isn't casting shadows, or some geometry has backwards normals, something needs to be checked there. You could put a little more light on the head of the right dinosaur, and maybe pan over a bit so we see him more. Since we are so close to the t-rex, a little texture could help him.

fuzzylizard - Good start! The walls look uniformly flat-shaded. See if you can remove the fill light that's illuminating them, and add some light from the sky that's brighter on top and uses shadows. Maybe a little bounce light from below could help give the walls shaping and variety as well.

tuqueque - Looking good! I think the left walls (away from the sunlit side) could go a little darker, but the displays and dinosaurs in the room could get more light.

Slazzo - Still looking good! The display case on the left looks strangely transparent, as if it were made of solid water. Maybe a more ordinary shader on the lower case, and a little more fill light on the skulls, could help define it better.

lolofedo - Magnificent! That's a terrific scene! I love it! If you are doing another version, one issue to think about would be a "water line" on the walls and dinosaurs, where a little bit is more wet (darker and shinier usually) right where the water has made it wet. Some of the ivy leaves should be translucent, so light behind them makes them brighter.

-jeremy

reinhart82
12-26-2008, 08:34 AM
Thanks for the comment jeremy and brookselliott:) Updates on my night scene.Added some rim for the dinosaurs head.

http://img360.imageshack.us/img360/5420/nhmuseumnight04ue6.jpg (http://imageshack.us)

For dayscene as suggested, added a soft blue fill and corrected the spotlight glow.

http://img120.imageshack.us/img120/858/nhmuseumday04te9.jpg (http://imageshack.us)

krazyband
12-26-2008, 05:52 PM
hi m facin trouble in openin the max file..it fails to open..wat should i do..

vime
12-26-2008, 08:21 PM
Hi. I am so late to knew about this Challenge. More interesting work to appear...
My start realization created in max 2009 mr3.6.5.1, render time 2h31min, used mrSky and mrSun light sources and only FG algoritm for IndirectIllumination, materials mrArch&Design, on Q9550 processor machine, 1 render, some correction in Photoshop.
http://img390.imageshack.us/img390/8596/2h31minblackbr2.jpg

BlenderFan
12-27-2008, 12:08 AM
@vime Is it your intention to make the dinosaurs look like porcelain. There is nothing wrong with that if it is; I am just curious to know.


Merry Christmas and happy holidays.

jeremybirn
12-27-2008, 12:38 AM
reinhart82 - Nice scenes! The night scene is looking good, although the back of the t-rex is better defined than the front. The back has warm light on it and is against a dark background, that works well. The day scene is looking really good. The t-rex looks good in it. The other dino maybe could be rotated 90 degrees or moved into view more.

vime - Welcome! Nice image. The material on the dinosaurs makes them look like a new Apple product instead of old bones. For the floor, make sure the texture doesn't repeat too often, reduce the lighting in most areas, and let some shadows and reflections appear.

-jeremy

wasimattar
12-27-2008, 06:20 AM
Hi this is my new take on the lighting, there is a change in the camera angle as the previous one was not giving depth and the focus was not porperly on the dinosaurs...


http://i276.photobucket.com/albums/kk28/wasimattar/MuseumDaynewcopy1.jpg

SahaneNik
12-27-2008, 06:58 AM
:) Hi Jeremy,

From Oct 20th to Dec 19th I was away from home for apprentice programme with RHYTHM & HUES INDIA.
Now the programme's over and I'm home for a week.
In this week I worked on this scene (i was dying to do this) this is still incomplete, there are no reflections, I've used only basic shaders that are there in the scene.
It was fun working on this challange.

Here's my entry:

http://i335.photobucket.com/albums/m455/SahaneNik/NaturalHistoryChallange.jpg

http://i335.photobucket.com/albums/m455/SahaneNik/NaturalHistoryChallangeQuilt.jpg

C&C welcome!

Thanks in advance,

Nikhil Sahane.

My Blog:

http://www.nikhilsahane.blogspot.com/