View Full Version : Final Gathering Test / female WIP
RichSuchy 06-15-2003, 10:03 AM Hi there,
I found some panaramic images on the net to play with. These are both from Italy.
I lit my scene with a panaramic map, lit sphere and used Final Gathering for the illumination in Maya. There are no lights active in the scene. The character is not painted yet, only some basic coloring on some blin shaders.
http://cgsculpt.com/images/fgtest01.jpg
This model is a work in progress. Im makeing her blouse and lower eyelashes tonight.
the first shot took: 0:07:37.38
the second took: 0:05:03.98
FG Rays 2000
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RichSuchy
06-15-2003, 11:47 PM
I added an area light and made some minor position modifications. I've added a Maya cloth shirt, which will have a pocket maybe and definately a hem added to the edges.
http://cgsculpt.com/images/skirt2.jpg
schmu_20mol
06-16-2003, 12:05 AM
well...you want to illuminate the model that it 'correctly' fits into the scene, did i get that right?....
imho in the pic with her blouse on, the light of the pic is coming from somewhere behind her (a lil to the left orientated), but your light setup illuminates her from the front left (at least as i see it)....
please correct me if i have seen something wrong...keep us updated i'm interested how this wip progresses
RichSuchy
06-16-2003, 02:12 AM
my light is to the left over her shoulder. It may be high in the scene. the light in the scene is very difused though. Using just the scene to light though isnt very pleasing. Its really just playing around. see how the model looks more than me trying to match anything. Im still working on the model and the rigging mostly. I decided to play a bit and post for fun and learn a bit about fg at the same time.
i think i would get much better results with an hdri image and no lights.
Lighting isnt something I've had much time to play with but I am intrigued what what mental ray offers.
i trhink the biist drawback is the color temperature of my light, butr i'll search the image for a sun and put my light exactly there.
seems once i start playing i cant stop but i should really get back to the model.
RichSuchy
06-16-2003, 03:57 AM
i studdied the image a bit more carefully and it appears not to have a clear source. Also it turns out the image isnt 360 degrees but more like 270, which cause some other problems. Ill just get a better image to play with.
schmu_20mol
06-16-2003, 12:39 PM
nice...don't forget to keep us updated if you play around some more....i figured out for myself at least the compo would look much better if you apply a gradationcurve or a settings layer with which you correct your tones to darken the whole image down a bit... (hope i made clear of what i'm thinking...it's a bit a pain to translate outta the german version of photoshop)...
:beer:
greets schmu_20mol
RichSuchy
06-16-2003, 07:03 PM
Are you saying that to control how much light the textures get it would be easier to have it controlled by a curve to match the scene. I was thinking i could use the alpha channel and correct it in Digital Fusion at a later time. I can just tell the globe not to render but still be used in the render.
I need to find better images that are stitched correctly and go all the way around.
RichSuchy
06-16-2003, 09:13 PM
Heres the scene again with the globe told not to render... but it is still lighting the scene
http://cgsculpt.com/images/skirt3.jpg
schmu_20mol
06-16-2003, 09:33 PM
mmmhhh....yes i think that would be a good idea....originally i was talking about some photoshop tweaks...but if it's possible to influence the lighting with a gradationcurve in you 3d prog then i think it'd be even better because of the curve being on the thing itself...
RichSuchy
06-16-2003, 09:41 PM
Its easier to do in post, but i could easily set up an intensity value for the atribute that controls how much the object recieves of radience from the scene, i could just tweak it until it looked right in the scene, however you always have more control in compositing.
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