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jeremybirn
01-11-2009, 04:44 AM
Challenge #18 Deadline was Monday, March 2, 2009.

(Edit) Check out the Gallery of terrific entries that were posted here:
http://www.3drender.com/challenges/science_fiction/index.html


You can still download the models of a robot in a spaceship hallway from here:
http://www.3drender.com/challenges/index.htm
This scene was modeled by Juan Carlos Silva. Please credit him for the modeling if you post your renderings on your webpage or include a scene on your showreel.

-jeremy

phil-w8
01-11-2009, 08:06 AM
Hi guys,

Wow great scene, looks really fun. :)

This is my first challenge, even though i still have a lot to learn.
So count me in on this challenge. :)

philippe.

ShadowM8
01-11-2009, 10:02 AM
Awesome scene!
I'm looking forward to getting back into these challenges this year and this seems like a great one to start with!

KayPoprawe
01-11-2009, 10:07 AM
Ah... Really cool. :) I hope i am on this one, too.

MartyD
01-11-2009, 11:52 AM
Yes, but the question is is the little robot fully rigged. :cool:

Looks like fun, but these always turn out to be more difficult than expected. Worth a try anyway. :)

BlenderFan
01-11-2009, 02:42 PM
This is very neat. Count me in too.

klabund
01-11-2009, 02:55 PM
I was too late for the last one, but will definitely join this one as my first challenge on CGTalk. Thank you for providing these!

husskySpike
01-11-2009, 04:08 PM
Nice scene,,,

visua
01-11-2009, 04:49 PM
Damn it, I couldn't resist, my plan this month was to get into
character modeling well what a hell ;)

Draft one:

Maya/mental ray, no gi/fg, rendertime about 9 minutes.

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

jeremybirn
01-11-2009, 05:46 PM
If you use Maya (version 8.5 or higher), click the square to the right of the File > Open... to get to the Open Options dialog box. There's an option there labeled "Ignore Version." Make sure that option is checked if you want to be able to open Maya files created in a newer version of Maya. This should let you open a Maya 2009 file using Maya 2008, etc.

-jeremy

jeremybirn
01-11-2009, 05:51 PM
visua -

That's awesome! Great colors, wonderful to see the scene working so well! It looks like the robot doesn't cast shadows onto the floor. Maybe you're using light linking on the robot, but need to set "shadows ignore light linking" as a render option so you're not missing shadows there. The red light hitting the sides of the boxes on the left side also looks like it needs some shadowing, something to darken it near the wall.

-jeremy

Aleg8r
01-11-2009, 09:50 PM
this is my first time entering a challenge here and this is my basic lighiting.

its a very quick.

hope you like.

Thanks
Aleg8r

rmejia
01-11-2009, 10:21 PM
Hello Jeremy,

I am using the FBX file and have a question about the roof, it does not have the same features as the image you posted, it is flat, is there a fix for this?

Thanks,
Robert

http://dl.getdropbox.com/u/93640/Forums/CGTalk/Lighting%20Challenges/18%20Science%20Fiction/roof.jpg

klabund
01-11-2009, 10:43 PM
Hello Jeremy,

I am using the FBX file and have a question about the roof, it does not have the same features as the image you posted, it is flat, is there a fix for this?


I have the same problem importing the FBX file into C4D; the roof, most of the robot and the ladder are missing.

I'll wait for another format, though.

jeremybirn
01-12-2009, 12:48 AM
Aleg8r - Welcome! Keep going with that!

rmejia - Yes, it does look like you're missing a few surfaces. The ceiling, and also a panel on the lower right. Some of the normals appear backwards, too, if that's what the black surfaces are.

I hope to have some more file formats in another day or two, when I get the Polytrans license I ordered and can start exporting more formats with that. I'm hoping that'll make a lot of people happier.

-jeremy

Weepul
01-12-2009, 01:47 AM
Yes, it does look like you're missing a few surfaces. The ceiling, and also a panel on the lower right. Some of the normals appear backwards, too, if that's what the black surfaces are.
Just to chime in here - trying out the FBX, neither 3ds MAX (not sure which version, it wasn't me) nor LightWave were able to import that file into a form at all resembling the original image...

I hope to have some more file formats in another day or two, when I get the Polytrans license I ordered and can start exporting more formats with that. I'm hoping that'll make a lot of people happier.
Sounds great. :)

wasimattar
01-12-2009, 04:10 AM
its would be an excellent challenge to work with

Leotril
01-12-2009, 08:29 AM
hi.. another great challenge on the way :thumbsup: .. mi first lighting steps .. need to touch the shaders and textures ..got some aliasing problems on the fan alreatry try increasing pixel samples and resolution with no luck :banghead: any ideas??.. im going for a sci fi horror corridor shot here and theres much to do..thanks again to juan for modeling

http://i298.photobucket.com/albums/mm255/Leotril/Sci%20Fi/1.jpg

wasimattar
01-12-2009, 08:43 AM
hi this is my first try on lighting setup..

http://i276.photobucket.com/albums/kk28/wasimattar/Sci-fi-02.jpg

ScallyFox
01-12-2009, 08:58 AM
visua, cool job!! I like the colors:thumbsup:
did you make UVs for everything or use projections? it's a big job.. I'm on the start:arteest:

phil-w8
01-12-2009, 09:24 AM
Hi guys !!!

This is my first time in a challenge. :$

I'm using Maya/mental ray, no GI nor FG rendered in about 20min.

C & C are more than welcome

thanks.

http://www.philippelhage.com/lighting_challenges/scifi5.jpg

wasimattar
01-12-2009, 09:56 AM
hi
i think your output looks quite flat maybe adding some nice shadows would make it look pretty amazing may be if you could get some skylight or maybe some spacelight it would look really cool


Hi guys !!!

This is my first time in a challenge. :$

I'm using Maya/mental ray, no GI nor FG rendered in about 20min.

C & C are more than welcome

thanks.

http://www.philippelhage.com/lighting_challenges/scifi5.jpg

NAYAK33
01-12-2009, 12:31 PM
hi jeremy sir,i don science fiction lighting.it is my first try,i used 2 spot light.one for direct light other one for indirect light.Rendering don by maya software.

kanooshka
01-12-2009, 02:20 PM
Of course thanks as always to Jeremy and Juan! Here's a couple critiques:

visua: Always the overachiever by posting first :rolleyes: ...Great work already! I really like the metallic shader on the robot. There seems to be an arc of light on the ground right underneath the robot, I'm not sure what it is. I look forward to more progress!

Leotril: Good to see you again and good start as always. For your antialiasing did you change both your min and max antialiasing samples? How about using different or larger antialiasing filtering? If you still can't figure it out the only thing I could suggest is rendering large with no antialising then scaling your image down while using your photo editing packagings resizing filter.

phil-w8: Good start, I like the character of the robot! Your lighting on the walls seems very flat and inconsistent with the ceiling. Maybe you could try to use more lights of lower intensities from different angles. Try comparing the light of the right wall with the light on the right side of the robot. Keep it up!

I hope to be able to post soon!

phil-w8
01-12-2009, 03:09 PM
Thanks for your feedback kanooshka, wasimattar

I will work on my shadows and my lights and will try to upload a new result soon.

Thanks again :)

philippe.

Ashrafabdelaziz
01-12-2009, 04:51 PM
This is my first post in this Challenge.

TyDeL
01-12-2009, 10:00 PM
I have been watching these challenges for a long while now, and I finally have the time, and basic familiarity with the programs to participate in one. Couldn't have picked a better challenge either, I'm have a blast playing around with this scene, and am really excited to work with all of you.

Here is my first take, still very rough, and early on, but wanted to get post my early progress in to make sure I was on the right track.

[/url][url="http://img179.imageshack.us/img179/9426/tydeltake2zw9.jpg"]http://img179.imageshack.us/img179/9426/tydeltake2zw9.th.jpg (http://img214.imageshack.us/my.php?image=tydeltake1dp7.jpg)

Aleg8r
01-12-2009, 10:20 PM
Update:

didnt do much but i find it looks better.

--Aleg8r--

wasimattar
01-13-2009, 10:23 AM
Take 2 of my lighting in Vray without using any GI just basic lighting ......
http://i276.photobucket.com/albums/kk28/wasimattar/Sci-fi-03.jpg

hakem
01-13-2009, 12:37 PM
hi guys

I'm beginner in maya :rolleyes:

and i don't know how to start

with which type of lights should i start ?? :)


thanks

kanooshka
01-13-2009, 02:04 PM
Hi hakem, it's great to have a newcomer! For the first step of lighting I would suggest asking yourself what mood you want to convey in you render. Once you have figured out the mood you wish to convey you can decide on the color and placement of your first main key light.

A good guide for the positioning of lighting for moods can be found here : http://www.videomaker.com/article/10216/
Some basic color theory : http://www.infoplease.com/spot/colors1.html

For an indoor scene your best place to start would be to create a spot light, give it the color you've decided on and have this light be your light with the highest intensity. When you have that key light exactly where you want it you can use spotlights,arealights and/or volumelights to create the light bouncing around the room. Happy lighting!

StephenQ
01-13-2009, 02:30 PM
hi Jeremy,i really wanna do this challenge but i always cant open the website and download the models so could you send the models to my e-mail?i will very pleasure to you,en...this is my e-mail:etandforg@163.com

StephenQ
01-13-2009, 02:31 PM
hi Jeremy,i really wanna do this challenge but i always cant open the website and download the models so could you send the models to my e-mail?i will very pleasure to you,en....this is my e-mail:etandforg@163.com

klabund
01-13-2009, 05:52 PM
Please keep in mind that the import of the FBX file didn't go well, so there are a few parts missing and a few materials flipped. I will wait for another format to really start texturing, but here is a go about the basic lighting I have in mind for it. Kind of a clean and bright illumination with not much shadows.

Scene was done in C4D with Vray; the only light sources here are the illuminated panels (of which the upper left and lower right didn't work.) Most light comes from the illumniated ceiling, which also didn't import so I just used the ground panels there, too.

Low render settings, so there are problems with antialiasing and shadow artifacts for now.

Am looking forward to any C&C, and will have great fun with this challenge.

Raw render (about 20 min.)
http://www.desertwalker.com/img/light-chal01.jpg

Slight color correction in Photoshop:
http://www.desertwalker.com/img/light-chal02.jpg

phil-w8
01-13-2009, 06:26 PM
Hi guys !!!

This is my second render, i'm not too happy with the result. I surely could use your advice and comments.

I'm using Maya/Mental ray rendered in 12min. no FG nor GI.

here goes...

thanks in advance.

-phil

http://www.philippelhage.com/lighting_challenges/scifi6.jpg

klabund
01-13-2009, 07:36 PM
Hi phil,

if you don't mind: I think your scene will look better when your texturing is done. Now the materials are bland, and there's no light interaction from them.

I'm not really sure about the main light coming from the ventilation, just seems a bit unreal to me, but works for a dramatic effect nonetheless.

I really like the robot's material. But as I said, I think if you're texture more, it'll look better. Try to illuminate the back corridor as well, as it will give you some additional light and depth.

And there a very neat texture of the center ground floor; why not illuminate these glass panels or set a light source under them as if the second deck's light would come through?

There are lots of possibilities with this scene, and since it's science fiction, almost everything goes.

Mirco83
01-13-2009, 09:43 PM
Hi guys,
It's the first time I partecipate to this contest and this is my first WIP.
I have set NO shaders yet, only scene default (original lambert).
My softwares are Maya and Pixar's Renderman.
I set some lights and maked a point cloud GI pass.
There's a lot work to do, in fact there aren't any materials, but I wanted to post my WIP anyway :-) .
Bye,

Mirco Paolini

http://s4.imagestime.com/out.php/i308373_SFwip1.jpg

djeanimation
01-13-2009, 10:11 PM
hi everyone !

It's my first render , i'm using maya/mentalray with final gather

this is the basic lighting, i wait your c & c!

thanks !

Dje


http://www.dje-animation.com/images/firstrender.jpg

BlenderFan
01-13-2009, 11:55 PM
@djeanimation Your image already looks pretty good. The robot material is nice. There are a few things that I would suggest, though. First, it seems to me that the more of the buttons on the walls should be illuminated and have more varied colors. At the moment, only the lights by the robot are illuminated, and appear rather monochromatic. Try adding some visual interest by varying the colors. Also, there appears to be a lot of unmotivated green light on the fan in the background. It is unclear where that is coming from. Those are the two things I noticed. Nice job.

@MicroP I like your image quite a bit. It has a sort of "hangar feel" to it, if that is what you were going for. Keep it up.

I hope to post work as soon as a useable file format gets online(I'm using Blender.) God bless you all.

jipe
01-14-2009, 02:28 AM
This may be really obvious to everyone, but do yourself a favor and reference the scene geometry into your lighting file. The file size difference (66 MB versus 100-200 KB) is enormous and will save you from wasting time over and over again while you wait for your file to save.

And if you settle on a composition you like, I don't see why you couldn't go into the referenced geometry file and delete all the other stuff that's not visible in the camera view. The scene takes a bit to load on my computer and I'm pretty impatient.

kanooshka
01-14-2009, 04:42 AM
This is my first render in Mental Ray, all spotlights no GI/FG so far. Known issues:

1. Continuity between right arm and back tire
2. back tire is off of ground
3. Needs more fill light on the ceiling
4. Needs a little more fill light in the hallways
5. Shadow samples need to be increased
6. Less blowing out of the ceiling light.

Critiques always welcome!

http://www.dockay.com/CGTalk/LightingChallenges/18_ScienceFiction/science_fiction_01.jpg

jipe
01-14-2009, 05:55 AM
Here's my first pass with the main key and bounce lights using Maya Software. I composed six different shots throughout the scene and am trying to get a decent "master rig" working before tweaking each individual angle. I haven't touched the two hallways yet...

I'm going for a dramatic, spooky mood and I have a few questions:

1. Would sharper shadows on the main key lights give a bit more of an edge? I think I may have softened up the dmaps too much.
2. What about the colors? A greenish tint plus a colder orange... does that work? I tried a deep red on the ladder spot but it seemed too warm (plus the red/green xmas thing).

http://jimlevasseur.com/dailies/light/shotCam04_wip1a.jpg

atilla
01-14-2009, 06:33 AM
hi guys! hi jeremy! this's from me.
http://s4.imagestime.com/out.php/i308461_ccc.jpg

phil-w8
01-14-2009, 07:07 AM
to klabund (http://forums.cgsociety.org/member.php?u=321658): thanks for your feedback klabund (http://forums.cgsociety.org/member.php?u=321658) :) , i'll take into consideration every comment and will work on it asap. As long as these challenges are instructive (Thanks to Jeremybirn) to the new guys entering the 3D world, i don't mind at all getting comments from the pros.
thanks again klabund

to everyone else: i really like what you have posted so far.

vivekdavinci
01-14-2009, 10:34 AM
Hi guys,
I am a novice here,
This is my first attempt in this lighting challenge,
Can any one help me with finding reference of any sci-fi scenes?
Thank u.

Buca
01-14-2009, 11:00 AM
HDR Images
http://img232.imageshack.us/img232/9858/sfhdrwk4.jpg

Rendering
http://img104.imageshack.us/img104/5379/sf01nb5.jpg

Used Inspirer and Vivaldi

rmejia
01-14-2009, 03:00 PM
Hello,

This is what I have so far. I still have more texturing to go. Please comment & crit.
Max 2009 + VRay 1.5

http://dl.getdropbox.com/u/93640/Forums/CGTalk/Lighting%20Challenges/18%20Science%20Fiction/spaceship_ps.jpg
http://dl-client.getdropbox.com/u/93640/forums/spaceship.jpg

HOOJK
01-14-2009, 03:57 PM
Hi!
My first try - C4D+Vray - 10 minutes.
Still a lot to do

http://img140.imageshack.us/img140/2857/36707018hv1.th.jpg (http://img140.imageshack.us/my.php?image=36707018hv1.jpg)

jeremybirn
01-14-2009, 04:15 PM
rmejia - Nice idea having cables glow. A lot of the scene looks very uniform in tone to me, I wonder if there could be bigger shifts in lighting with more coming from the side, or back-to-front differences between different areas of the scene, to help create focus in particular areas and distinguish different parts of the environment?

Buca - Thanks for sharing the Max 9 file that's on-line now! That's looking good. The cables could use some more subdivision. For the lower light panels (which you have lit-up in your first render layer) I'm not really clear if they are supposed to be self-illuminating, or just happen to be very bright, uniformly lit surfaces. I hope you can make that clear one way or another. The reflectivity on the floor could do more, make sure the yellow arches reflect if the lights next to them do. The dark tone that's hit in the right side hallway is a good level of contrast that could be approached in the far hallway too (at maximum distance before you enter the end hallway with the blue.) The foreground left side could also go darker, except for the little lights.

atilla - Nice scene! I like the optical dispersion on the robot reflection, very retro looking! The colors in the background are less constructive, I can't see how the yellow and blue around the lights means anything. Maybe the controls along the left side could include some smaller light sources or colored displays as well?

jipe - That's a good start overall. On the lower right, you have an area with a very soft edge, making the illumination look very soft, but it has relatively hard-edged shadows on the floor. Mayne you could use softer shadows to go with the shaping on the light. I'd like to see your main subject position in the shot, especially if its the robot, before you go too much farther with lighting the set. You've got a few practical lights (the little ligths built into the set) on in the upper left. For some of those you'll need to make them look as if they are really illuminating other parts of the set. Probably there will be a lot more little lights on different panels, too?

kanooshka - That's looking really good! I don't think the ceiling needs to be much brighter overall, maybe just give more of a glow right at the light fixtures. The area behind the robot, with the round thing next to the bright wall, needs some work. If that area is bright because of light coming from those little fixtures, then those three lights need a more narrow and defined cone so they don't come so close to the top of the set, and they need crisper shadows. Some bounce light on the round thing would help on the left side where it faces the bright wall. The materials there could be updated, so the tubes aren't so black. The robot arms and hand don't read very well, maybe a kick from above onto the dark parts could help define them? You could do more with the small lights in the panels, especially as you move off into the darker hallways in the distance.

BlenderFan - More file formats are coming soon, I promise!

djeanimation - That looks great. I think the robot needs some diffuse illumination, especially some rims and kicks along the top and left of his body, arm, and tires. The finalgather might not be doing enough for you in diffuse illumination, either turn the FG scale up 2 or 3 times as high, or start adding more real lights.

MircoP - Good start! The DOF going off into the distance will be nice, especially with the little lights in the set and some bokeh. Try to get the spotlights in the foreground to look more like they come from those downward-aiming light fixtures on the ceiling, maybe different pools of light and shadows more below the robot.

phil-w8 - Good start. The robot seems to have rim light on his upper right, but the big light source is behind him to the left. Adding rim light on his left side could better integrate him, and also could help define his hand better, bring out the texture on his tires, etc. Do we need his other hand cropped off? Can we do more with his eyes? Some smaller lights might help add definition to that long hallway. Keep going overall.

klabund - More file formats are coming soon, I promise! Right now the lighting looks very uniform, with a lot of contrast in the materials.

-jeremy

jeremybirn
01-14-2009, 04:18 PM
hi Jeremy,i really wanna do this challenge but i always cant open the website and download the models so could you send the models to my e-mail?i will very pleasure to you,en....this is my e-mail:etandforg@163.com

That's funny. I know that other people in mainland China can successfully visit 3dRender.com. I'd be sorry if my site was suddenly blocked there.

Now I'd be worried about sending you e-mail, because my e-mail address is in the same domain you're saying you can't visit.

Maybe someone else can help you out? It's a Maya format you need, right?

-jeremy

jeremybirn
01-14-2009, 04:29 PM
hi guys

I'm beginner in maya :rolleyes:

and i don't know how to start

with which type of lights should i start ?? :)


thanks

Start with some of the lights in the set, whether it's a spot light in one of the ceiling fixtures, or an area light on a light panel, and try to match it, get the illumination and decay and shadows to all look like light really comes from that light source. Test-render each light with all your other lights hidden, to make sure you know what each light is doing. If you want a slightly easier job of adding the first light, choose a direction for an off-screen light, such as light coming from a side hallway or down a shaft, and add a spot light with shadows coming from there.

Overall you want to define the character (robot) and set (the hallways) with your lighting, so you want to make sure that things at different distances are defined with different brightness and direction of light. Be careful not to make your whole scene too uniform in lighting. Look for nice gradients in what you light, so surfaces move from light to dark in different areas. Focus on learning basics like working with spot lights and shadows first. Turning on fancy modes like final gathering, etc. doesn't really make your life any easier, but would make each test slower.

-jeremy

jeremybirn
01-14-2009, 04:41 PM
wasimattar - Great start on the black-and-white scene!

Aleg8r - Nice scene. I think some of the walls could get a little darker in areas, you don't want the whole scene to look too uniform.

TyDeL - Welcome! That's a good start, nice dramatic elements there. I think the lighting could do more to tie the scene together. You've got this bright red area, I'd like to see red illumination from that rimming the top and front edges of the robot, as if he was lit by the red light behind him there. Maybe his eyes could be a contrasing color like green, to help them stand-out from what's behind him. There's a patch of pink light just behind the robot's head that has very hard-edged shadows, try to soften those, and if that illumination is coming from the side hallway give it some decay so you make a nice gradient instead of just a flat area. You might also choose another color for the light from the left hallway, not reddish, so it contrasts with the red in the center, then add some red to the sides of the equipment that are facing the red fan.

Ashrafabdelaziz - Welcome! Keep going with that, I can't see much of it yet.

Leotril - Great start! Looks like you're developing some drama there. I don't know why the focus is on the fan area instead of the robot, but I'll wait and see how it all develops. Maybe there's another robot, and one is good, the other evil?

HOOJK - Good start! The lighting looks fairly uniform through those hallways, I'd like to see some areas made brighter or darker, especially as you head off into the distance. The hoses that have a black material and not much reflection look too dark.

-jeremy

Mirco83
01-14-2009, 08:12 PM
Thank you Jeremy and thanks to the others for the suggestions!

Here's some lighting improvements and a little of bokeh effect.
It remains a lot of work to do,expecially on the shaders...
I wanna give to the robot a "toy look", with a plastic shader.
As always, Renderman for the rendering, point cloud global illumination and many lights.
Render time: about 10 minutes.
Bye,

Mirco Paolini

http://img174.imageshack.us/img174/6574/mircowip2pb4.jpg

klabund
01-14-2009, 10:53 PM
klabund - More file formats are coming soon, I promise! Right now the lighting looks very uniform, with a lot of contrast in the materials.



Jeremy,
Thank you so much for the feedback. I see what you're criticizing here, since I obviously went for this kind of '2001' and 'Silent Running' combined look, which is uniformly lit and draws the attention to the main characters - unfortunately, I had no robot yet:
http://www.channel4.com/film/media/images/Channel4/film/T/2001_space_odyssey_xl_02--film-B.jpg

I'll try to come up with a different, more dramatic lighting scheme. The model is a beauty and it's a great pleasure to play with it. Thank you to provide these challenges!

~Daniele

klabund
01-14-2009, 11:02 PM
That's funny. I know that other people in mainland China can successfully visit 3dRender.com. I'd be sorry if my site was suddenly blocked there.
Maybe someone else can help you out? It's a Maya format you need, right?

I sent him the MAYA file; hopefully it gets through.

runejw
01-15-2009, 12:49 AM
Since the FBX format is the only one I can get partially into XSI I started doing some lighting with the "exploded view" model adding a missing ladder and a couple of walls...

So we could call it "Scotty! Beam the Robo down!" (You can see he's started to materialize in a bright light there... :beer: )
http://img70.imageshack.us/img70/3276/robobeamwo0.th.jpg (http://img70.imageshack.us/my.php?image=robobeamwo0.jpg)

Rendertime waaaay to long (ca 1h) since I went overboard on AA, reflective materials and too many area lights. And that's even without any FG/GI !

**EDIT 16. jan** the story continues....

Something went horribly wrong as Robo was beamed down...
The FBX teleporter beam was new and untested technology and Robo had to pay the price as most of his parts simply vanished across countless light years between stars...

The old C7 reserve bot made creaking sounds as he walked over to pick up the pieces.
Those parts that remained had fluctuating and unstable timespace geometry.


http://img136.imageshack.us/img136/2401/light18bti5.th.jpg (http://img136.imageshack.us/my.php?image=light18bti5.jpg) http://img407.imageshack.us/img407/6559/l18rcnm7.th.jpg (http://img407.imageshack.us/my.php?image=l18rcnm7.jpg)

Rendertime ca 20 min on best quality, this time in Carrara 7 Pro. No FG/GI. A little DOF blur in post on the second.

darinclifton
01-15-2009, 02:24 AM
kanooshka

Who needs GI! great work!

darinclifton
01-15-2009, 02:40 AM
Thank you Jeremy and thanks to the others for the suggestions!

Here's some lighting improvements and a little of bokeh effect.
It remains a lot of work to do,expecially on the shaders...
I wanna give to the robot a "toy look", with a plastic shader.
As always, Renderman for the rendering, point cloud global illumination and many lights.
Render time: about 10 minutes.


This looks very nice, are you using RFM or RFM pro (Studio), the main reason for asking is if you are using hypershade or slim for your shaders. Would love to see you lighting setup when you get things ironed out. I am dabbling with Renderman, to the dismay of my L&R TD.

For a more constructive comment, you may want to try to color shift the robot fill light more toward green or maybe introduce some other blue sources in the scene, maybe some small lights?
D

wasimattar
01-15-2009, 06:25 AM
This is the first take on texture of the BOT

http://i276.photobucket.com/albums/kk28/wasimattar/Sci-fi-04.jpg

wasimattar
01-15-2009, 07:09 AM
try taking reference of different science fiction movie then choose one style out of it and work towards it.



Hi guys,
I am a novice here,
This is my first attempt in this lighting challenge,
Can any one help me with finding reference of any sci-fi scenes?
Thank u.

Samo
01-15-2009, 09:36 AM
can someone provide a obj version of the scene please

Aleg8r
01-15-2009, 09:46 AM
Update:

loads of tweeking done

heres a obj file

http://www.megaupload.com/?d=GTSLS686

hakem
01-15-2009, 05:46 PM
Hi hakem, it's great to have a newcomer! For the first step of lighting I would suggest asking yourself what mood you want to convey in you render. Once you have figured out the mood you wish to convey you can decide on the color and placement of your first main key light.

A good guide for the positioning of lighting for moods can be found here : http://www.videomaker.com/article/10216/
Some basic color theory : http://www.infoplease.com/spot/colors1.html

For an indoor scene your best place to start would be to create a spot light, give it the color you've decided on and have this light be your light with the highest intensity. When you have that key light exactly where you want it you can use spotlights,arealights and/or volumelights to create the light bouncing around the room. Happy lighting!

thanks very much :)

I'll do it now :D

Slazzo
01-15-2009, 06:14 PM
Hi to all, very interesting beginnings, it is second challange for me, i'm having fun working on the project, big thanks for this to Jeremybirn :)..
Ok, my first test
http://img258.imageshack.us/img258/9702/1copyki4.jpg (http://img258.imageshack.us/my.php?image=1copyki4.jpg)
http://img258.imageshack.us/img258/1copyki4.jpg/1/w1358.png (http://g.imageshack.us/img258/1copyki4.jpg/1/)

phil-w8
01-15-2009, 07:30 PM
Hi guys,

Here's my new render still no FG/GI.
Rendered in 30min.

known issue: eyes of the bot look a bit flat.

C&C are more than welcome :) as always.

thanks.

-phil

http://www.philippelhage.com/lighting_challenges/scifi8.jpg

Slazzo
01-15-2009, 08:03 PM
One more C&C will be nice to hear.

http://img258.imageshack.us/img258/3972/23309950yf4.jpg (http://img258.imageshack.us/my.php?image=23309950yf4.jpg)
http://img258.imageshack.us/img258/23309950yf4.jpg/1/w827.png (http://g.imageshack.us/img258/23309950yf4.jpg/1/)

ScallyFox
01-15-2009, 10:48 PM
Slazzo, (http://forums.cgsociety.org/member.php?u=356236) great renders!! I like very much the romantic mood (http://forums.cgsociety.org/member.php?u=356236):love: (http://forums.cgsociety.org/member.php?u=356236)

ShamKiR
01-15-2009, 11:20 PM
Hi all. My shots . I just have a problems with reference pictures such kind of scenes and don`t know how to texture it ( So already lightened some how )
Maya --> Mental Ray
http://img440.imageshack.us/img440/1407/robo2rh6.jpg (http://imageshack.us)

http://img102.imageshack.us/img102/6789/roboes9.jpg (http://imageshack.us)

I need some advices :arteest:

kerschyb
01-15-2009, 11:39 PM
This is my first post in a lighting challange. I thought i try a different aproach to scifi... a more industrial one. It's still WIP. Comments are welcome.

http://img105.imageshack.us/my.php?image=bklcv001ti6.jpghttp://img105.imageshack.us/img105/3353/bklcv001ti6.jpg

Rendered with Mental Ray in Maya: Rendertime: ~ 15min (with occl & depth pass)

philip
01-16-2009, 01:33 AM
ok I'm in.

here's my start. I'm going for a pretty dirty, dusty, sort of firefly-look.
Haven't worked on the shaders yet but I think I've set the mood I had pictured.
I think this darker set will really come alive once all the buttons are glowing.

http://www.liquid-arts.de/Temp/LC_18/ScienceFictionChallenge_v002_001.jpg
http://www.liauid-arts.de/Temp/LC_18/ScienceFictionChallenge_v002_001.jpg

Kellios
01-16-2009, 02:44 AM
So glad for the new scene! I've been a longtime lurker of these challenges, and I'm going to attempt to make this my first one.

Jeremy, thanks so much for continually holding these! A true inspiration for us all. Juan too! Thank you!

jeremybirn
01-16-2009, 04:32 AM
Kellios - Welcome!

philip - Good start. Some rim light outlining the robot, and/or maybe glowing eyes, could really help him pop.

kerschyb - That's great. There's a problem we call "tangency" (when two things line-up too well by accident) that's hurting the image. The white scanner-beam thing coming out of the robot lines-up too perfectly with the side wall of the hallway he's in. If you eliminate the tangency, the whole image will read better. I wonder if we couldn't be closer to the center of interest, too, if big parts of the bottom and right of the scene don't have much interesting?

ShamKiR - Nice work! I especially like the more close-up one. The subtle color in the eyes works. The bold purple in the buttons could be OK if you add more color to other parts of the shot, maybe add colored lights to the panels, but otherwise having just one part of the image so saturated, right near the bottom, makes them pop out too much.

Slazzo - That's great! Lots of fun! A little kick of light from the side might help the white of the robot pop-out better against the white background, and also could help give some presence to his black parts. Some more variety in the control panels would add to the shot, especially since it's such a wide shot that emphasizes the environment.

phil-w8 - Welcome! That's a good start! You don't need to crop off his hand. The reflections on the floor don't match the hallway they are reflecting: they don't show the bright lights, but they do show a reflection of a bright ceiling. Maybe this is a compositing mistake, but if it's all in one pass make sure your shadows are appearing in reflections, and make sure all the geometry is visible in reflections. A little more color variety in the lights ould help the scene.

Aleg8r - Nice scene! I think the robot needs more variety in his lighting, maybe light from above and the sides? Keep going!

wasimattar - Great! Nice carpaint shader on the bot. Keep going. Focus on his eyes, too!

runejw - Nice airy scene. Hopefully new files will help with providing a robot for the first scene. I'm glad you've got spares, though!

klabund - OK, if that's what you're going for, go for it. Shading that subtle is possible. Such a blank environment certainly focuses you on the colorful figure in the shot.


MircoP - Nice scene! I think the shadow on the floor in the center foreground becomes very dominant, make sure it fits with the overall lighting and comes from a realistic perspective.


-jeremy

TyDeL
01-16-2009, 07:49 AM
Thanks for the great feedback Jeremy! I incorporated all of your suggestions, and did a lot of small tweaks to shadows, and added bounce lights. Mostly I brought the render time down from over an hour, to under 4 minutes. So I'm happy about that, but still a lot to do. ;)

http://img60.imageshack.us/img60/5304/tydeltake3ch4.th.jpg (http://img103.imageshack.us/img103/8691/tydeltake3ui2.jpg)
http://img103.imageshack.us/img103/tydeltake3ui2.jpg/1/w1280.png (http://g.imageshack.us/img103/tydeltake3ui2.jpg/1/)

Mirco83
01-16-2009, 10:26 AM
This looks very nice, are you using RFM or RFM pro (Studio), the main reason for asking is if you are using hypershade or slim for your shaders. Would love to see you lighting setup when you get things ironed out. I am dabbling with Renderman, to the dismay of my L&R TD.

For a more constructive comment, you may want to try to color shift the robot fill light more toward green or maybe introduce some other blue sources in the scene, maybe some small lights?
D

Thank you!
I'm using RFM for this scene.
With the blue light, i tried to simulate an external light, such as the night light that comes through some aperture. It's not motivated. Yes, i'll shft my key_light toword the green in the next update.
Bye,
Mirco

Mirco83
01-16-2009, 10:28 AM
Kellios - Welcome!

MircoP - Nice scene! I think the shadow on the floor in the center foreground becomes very dominant, make sure it fits with the overall lighting and comes from a realistic perspective.

-jeremy

Thank you Jeremy!
I'll change my key light toward a green and place it in a different perspective!
Bye,
Mirco

Slazzo
01-16-2009, 01:03 PM
Thanks for c&c Jeremybirn, i'll try for next picture.

Here is a confusse one:arteest: :)

http://img401.imageshack.us/img401/3166/3semnatxz1.jpg (http://img401.imageshack.us/my.php?image=3semnatxz1.jpg)
http://img401.imageshack.us/img401/3semnatxz1.jpg/1/w1600.png (http://g.imageshack.us/img401/3semnatxz1.jpg/1/)

philip
01-16-2009, 01:29 PM
Slazzo that's great! :thumbsup:
Very photographic look... in fact, the way the light interacts with the scene, I could swear you used maxwell render. right?
Care to tell me your machine specs and rendertime?

the extreme DOF makes it look like a miniature. I guess that was intended?

HOOJK
01-16-2009, 01:35 PM
Thanks Jeremy!
Yeah Slazzo i like it too...
Here is my next - test
http://img398.imageshack.us/img398/7678/24689667ur0.th.jpg (http://img398.imageshack.us/my.php?image=24689667ur0.jpg)

visua
01-16-2009, 01:38 PM
Thanx for the comments guys, I will probably keep workin on it over the weekend.

Kanooshka: You know it, I'm the teachers pet :D
Scallyfox: I actually havent touched the uv's yet, the robo is all procedural so far.

Slazzo: Gotta love that expression! But he looks more dejected than confused ;)

jeremybirn
01-16-2009, 03:59 PM
I put new files on the download page:
http://www.3drender.com/challenges/

No change to the Maya 2009 .ma file, which should be the choice for anyone using Maya.

An ALL NEW FBX file, based on a version of the scene that I converted all the NURBS to polygons, replaced all instances with real models. It's bigger and more complete.

New OBJ file, also based on an all-poly, no-instance version of the scene.

.xsi and .3ds versions added.

No change to the Max9 file that Buca gave me earlier.

-jeremy

StephenQ
01-16-2009, 04:41 PM
hi Jeremy,thanks for you to let someone send the model to me but the friend called Daniele send me a maya file ,i wanna need a max file ,but i aslo cant reply his mail,so can you let him send me again??thank you all the time.

klabund
01-16-2009, 05:56 PM
Dear Stephen

I'll send you the Max file right away.

rafaelreis
01-16-2009, 07:59 PM
Hi to all

My first challenge and try. some materials are missing.

http://img216.imageshack.us/img216/6670/sciencetestetm4.jpg

steelmonkey44
01-16-2009, 10:48 PM
Hello all,

Here's my first stab at this challenge. I have to say the model is great. I added a couple small things for fun, and will probably add more for the next version. I used max 2009 and vray for the image. Took about 20 min for the larger version on my machine. As usual comments are always welcome.

BlenderFan
01-16-2009, 11:38 PM
This is to everyone here using Blender. I am having trouble importing the obj. It imports ok, but everything is joined into one giant object. I have posted a picture of my settings below. Can anyone help?


God bless you.

http://farm4.static.flickr.com/3419/3202688588_6897da9b92_o.jpg

GroraX
01-17-2009, 01:38 AM
Hi all, Hi Jeremy and congratulation for the concept contest=)

it's my first contest. I'm french and i dont understand all of previews post and if i make a mistake thx to tell me.

So i'm working whith Maya 2009, mental ray, little final Gather and....i don't no more!=)

A little render for see you my way! it's really a begin!

Have a good night and see you later!

http://img212.imageshack.us/my.php?image=57214964lw2.jpg][img=http://img212.imageshack.us/img212/3724/57214964lw2.th.jpg

GroraX
01-17-2009, 01:59 AM
http://img132.imageshack.us/img132/3418/64051593jd3.th.jpg (http://img132.imageshack.us/my.php?image=64051593jd3.jpg)

more bigger!

no texture, no glasses.. and just shader for the robot!

coryc
01-17-2009, 07:17 AM
For the Lightwave scene, the scaling is off 10X. If you want to correct it just rescale (Shift-H) and scale to 10% with the mouse or with the numeric panel, enter 10% with a center of 0,0,0 and hit Apply.

MikeBracken
01-17-2009, 08:55 AM
Here is my initial lighting test. There is still alot of texture work to be done. Also, this was rendered with pretty low sampling across the board. As always, C&C welcome.

Btw, I am using Max/MentalRay.



http://img152.imageshack.us/img152/4600/lighttestoneja2.jpg


Regards,
Mike

Slazzo
01-17-2009, 11:50 AM
ScallyFox, Philip, HOOJK, visua - thanks a lot.

to Philip - I like maxwell render, but my home pc is not powerfull enough for it, render time will be 4 times slower, so i used.

3dsMax2009/Vray 1.50 SP2

My Old Machine is INTEL Core2Duo E6600 2x2,4ghz CPU, ASUS P5B Deluxe, 2GB DDR2.

Rendertime took with dof and motion blur about ~6h per image with resolution 1600x1280, but image is still grainy.

About the miniature feeling, the scene is in incorect unit scale, it's smaller then real scale in 10 times, but i don't think in this case it makes big difference.

thanks for comments and sorry for my English.

MartyD
01-17-2009, 01:39 PM
This is to everyone here using Blender.
hmm. It looks like you're using an older blender, you may want to update. When you import the obj file deselect Smooth Groups, Create FGons, Lines, Object, Group, and Morph Target buttons. That'll give you 24 meshes after importing. Tab into a mesh, click a face or a vertice and type Ctrl-L to select individual pieces.

Importing with Objects here used up all 8 gigs and left the machine in a disk swapping quagmire.

BlenderFan
01-17-2009, 01:57 PM
Actually MartyD, I am using the newest version of Blender, 2.48. I will try what you say though.


Edit: I tried what you said, and it worked. I am currently further dividing up the scene. Thanks.

Mirco83
01-17-2009, 02:04 PM
MircoP - Nice scene! I think the shadow on the floor in the center foreground becomes very dominant, make sure it fits with the overall lighting and comes from a realistic perspective.


Thank you for the suggestions! I'll try to improve the lighting!
Bye,

Mirco Paolini

MartyD
01-17-2009, 02:24 PM
The obj import here is different than the one you show. The button labeled "Morph Target" has been changed to "Keep Vert Order." The Morph Target label is what makes me think. The newer routines also default to Keep Vert Order on all the time. That disables some of the other features (in most versions of the script) so you have to be sure to turn that off everytime unless you're importing, for instance, a Poser morph or something that you'll want to export later after modifying.

rmejia
01-17-2009, 03:59 PM
Hello,
This is my second try, I am having some difficulty creating noticeable contrast with the scene lighting... hopefully it looks less evenly lit than my first try; C&C welcome!
Max 2009, V-Ray 1.5 & Photoshop

http://dl.getdropbox.com/u/93640/Forums/CGTalk/Lighting%20Challenges/18%20Science%20Fiction/spaceship2.jpg
http://dl-client.getdropbox.com/u/93640/forums/spaceship2.jpg

jeremybirn
01-17-2009, 05:04 PM
Blender users -

I just tried importing the LWO file that's on-line, and it seems to work.

-jeremy

MartyD
01-17-2009, 06:18 PM
Blender users -

I just tried importing the LWO file that's on-line, and it seems to work.

-jeremy
Hey, that's pretty good. Lightwave objects don't always play so well in blender's old importer. Your new translator seems to be doing the job.

The scene is still arriving in blender as 23 meshes even though it looks like there were something like 3,675 individual objects in the original (after instances are actualized). I don't know, it's tricky, but for blender a good way to send models around is to sepearte meshes by material. That saves loads of time. Can Okino do that?

Ok, well, back to it. Vue's new global lighting is calling. Thanks for the conversions!

MartyD
01-17-2009, 08:12 PM
It occurs to me there were 23 materials in the original Maya file. (Getting stuff in and out of blender is a grueling chore.) :)

Arnage
01-17-2009, 08:38 PM
Finally decided to join these great challenges, but I made a bit of a bad start.

First it turned out that I was working on an incomplete model when I started with the original fbx and then my max file got corrupted...

So I'm sorry Juan, I blew up your robot instead :twisted:

http://www.arnage.nl/images/DoomedBot.jpg

I'll start on a real entry now that the new files are up.

jeremybirn
01-17-2009, 09:29 PM
Another way that Polytrans can output Lightwave files is to make a directory, with one .lws scene file and a huge number of separate .lwo files. That came out being even bigger when .rar archived than the single-lwo approach, so I didn't put it on-line, but I guess we could try it.

If anyone has specific Polytrans -> Blender instructions for me, or wants another format that it can output, I'd be happy to try something else tonight.

-jeremy

Voigg
01-17-2009, 11:10 PM
Here's what I am working on, I feel the floor may be to busy. Also I am getting all that blue and red spill on the ceiling. http://i146.photobucket.com/albums/r250/Voigg/Robot.jpg

philip
01-17-2009, 11:18 PM
I started shading and texturing today and added some lights overhead... but I'm not sure if making the hallways brighter reduces the drama...
Maybe I'll make them darker again and also brighten up the volumetric light in the middle... ideas?

here goes:

http://www.liquid-arts.de/Temp/LC_18/ScienceFictionChallenge_v005_001.jpg

GeorgeTirebiter
01-18-2009, 12:02 AM
The problem that I've run into with the Polytrans output is that it's dupli- and triplicating some of the NURBS-to-poly objects. For example, in the .obj, the robot's head is nurbsToPoly66 and 76, its right arm is nurbsToPoly22, 52, and 55, etc.

When Blender imports these from the .lwo file and lumps them by material, it welds the identical vertices. That causes these objects to have multiple coincident faces. I'm new to Blender, so I haven't figured out an easy way to delete them.

If only Blender had an .obj import script that actually worked...

philip
01-18-2009, 12:18 AM
The problem that I've run into with the Polytrans output is that it's dupli- and triplicating some of the NURBS-to-poly objects. For example, in the .obj, the robot's head is nurbsToPoly66 and 76, its right arm is nurbsToPoly22, 52, and 55, etc.

When Blender imports these from the .lwo file and lumps them by material, it welds the identical vertices. That causes these objects to have multiple coincident faces. I'm new to Blender, so I haven't figured out an easy way to delete them.

If only Blender had an .obj import script that actually worked...

can you find out if it's only the robot that's making trouble? If so I could clean one up for you and email you an *.obj or something...

jeremybirn
01-18-2009, 12:40 AM
The problem that I've run into with the Polytrans output is that it's dupli- and triplicating some of the NURBS-to-poly objects. For example, in the .obj, the robot's head is nurbsToPoly66 and 76, its right arm is nurbsToPoly22, 52, and 55, etc.

When Blender imports these from the .lwo file and lumps them by material, it welds the identical vertices. That causes these objects to have multiple coincident faces. I'm new to Blender, so I haven't figured out an easy way to delete them.

If only Blender had an .obj import script that actually worked...

I'll look into that tonight. In the original Maya scene, objects were parented to eachother and grouped several nodes deep, mixing NURBS and polygons, so what you're describing could easily have been a user error in converting NURBS to polygons to make the version that was exported...

-jeremy

PS - If anyone's wondering why we don't have rigging or animation in what gets distributed for these challenges, look how much work it is to just get the models to everyone!

nihal
01-18-2009, 12:49 AM
Hi Guys,
this is my first time joining here. The challenge looked interesting so I thought I'd give it a go. Thanks Jeremy for hosting this challenge!

This is my first rough lighting setup and I haven't touched the shaders yet. I am still trying to establish in what direction mood wise I want to go.

There are some issues still to be adressed for the current basic lighting - e.g I am having bias problems (which luckily nicely get blured away by the dof effect ;D). There is no real direction I am having from the lighting perspective, like I said kind of still pondering what mood I want.
The rendertime is imho already way to high - the area lights in front are making things quite slow for I need to sample quite high to get anywhere near smooth results. actually i am trying to get away from the image lights, but I currently have no idea how to get the nice light bleeding effect from the area lights at the ceiling using spots or point lights. If anyone has suggestions i'd be happy! To be honest I am using this to try and learn more about 3delight (for maya) so a lot of problems for the scene set up come from me not yet knowing all the does and don'ts of 3delight for maya.

Rendertimes are at around 3h for a 2048x871 sized image. (maya - 3delight)

My Idea behind this is a space station where the gravity systems have failed.. thats why the floating robot and camera- more floating things to come I guess!.. i can't decide if it is his fault or not .. there is currently no connection between him and the system failure ;)

Comments and Critics most welcome! :)

philip
01-18-2009, 02:11 AM
I adjusted the levels of my latest render in photoshop; this is more like it, I think. More contrasty and athmospheric, dramatic... (also fixed the missing contact-shadows of the robot's wheels =)

http://www.liquid-arts.de/Temp/LC_18/ScienceFictionChallenge_v005_002.jpg

jay3dlinux
01-18-2009, 11:42 AM
I adjusted the levels of my latest render in photoshop; this is more like it, I think. More contrasty and athmospheric, dramatic... (also fixed the missing contact-shadows of the robot's wheels =)

http://www.liquid-arts.de/Temp/LC_18/ScienceFictionChallenge_v005_002.jpg

Great work!!, it looks like some still from Star Wars ;),

What renderer/app are u using?

philip
01-18-2009, 11:53 AM
thanks!

I'm using maya / mental ray

jay3dlinux
01-18-2009, 02:22 PM
I have just started lighting, this is my result so far, still a long way to go
any crit. are welcome ;)

http://img113.imageshack.us/img113/7914/test1rt9.jpg

http://img113.imageshack.us/img113/7914/test1rt9.th.jpg (http://img113.imageshack.us/my.php?image=test1rt9.jpg)

hakem
01-18-2009, 03:03 PM
thanks mr jermy for help :)

this is a try :)

Mirco83
01-18-2009, 07:15 PM
New update:

-Fixed key light color and shadow
-Starting to test some shaders
-Adding few lights

Bye,
Mirco Paolini

http://img246.imageshack.us/img246/1631/wip4wb4.jpg

djeanimation
01-18-2009, 08:06 PM
Hi all !
Here is my second render.I adjust the level and changed several little things.
I wait your comments and critics
Djéhttp://www.dje-animation.com/images/firstrender2.jpg

klabund
01-18-2009, 11:19 PM
Way not there yet and still texturing (in fact, this is more of a texturing challenge counting all the buttons, panels and stuff.) Low render settings, so there are unwanted blotches and shadow artifacts showing. Three spotlights, the rest is illuminated materials. (C4D, Vray, about 11 min.)

But I changed the lighting around (as well as some meshes,) going for a more 'sleeper ship' looking kind. The bots are on their charging stations, HAL has taken over, and the humans go to their hibernation chambers.

C&C welcome as always.

http://www.desertwalker.com/img/sleeper02.jpg

DanAvery
01-19-2009, 01:00 AM
Hi MircoP,

I like this point of view as it's a different angle of the ship, and I think the tilted camera adds to the image.

Dan

Thank you Jeremy and thanks to the others for the suggestions!

Here's some lighting improvements and a little of bokeh effect.
It remains a lot of work to do,expecially on the shaders...
I wanna give to the robot a "toy look", with a plastic shader.
As always, Renderman for the rendering, point cloud global illumination and many lights.
Render time: about 10 minutes.
Bye,

Mirco Paolini

http://img174.imageshack.us/img174/6574/mircowip2pb4.jpg

DanAvery
01-19-2009, 01:02 AM
Your robot has been watching "Risky Business." Love the whimsy of this.

Hi to all, very interesting beginnings, it is second challange for me, i'm having fun working on the project, big thanks for this to Jeremybirn :)..
Ok, my first test
http://img258.imageshack.us/img258/9702/1copyki4.jpg (http://img258.imageshack.us/my.php?image=1copyki4.jpg)
http://img258.imageshack.us/img258/1copyki4.jpg/1/w1358.png (http://g.imageshack.us/img258/1copyki4.jpg/1/)

DanAvery
01-19-2009, 01:20 AM
Hi Klabund,

Like the texturing and the reflectivity here. The astronaut going upstairs worked out well. As did the light shining down from above the ladder. Most of all I like the way the light fades down the central corridor.

Best,
Dan

Way not there yet and still texturing (in fact, this is more of a texturing challenge counting all the buttons, panels and stuff.) Low render settings, so there are unwanted blotches and shadow artifacts showing. Three spotlights, the rest is illuminated materials. (C4D, Vray, about 11 min.)

But I changed the lighting around (as well as some meshes,) going for a more 'sleeper ship' looking kind. The bots are on their charging stations, HAL has taken over, and the humans go to their hibernation chambers.

C&C welcome as always.

http://www.desertwalker.com/img/sleeper02.jpg

Rayan
01-19-2009, 07:26 AM
Hi,I just saw challange about an hour ago so it's my frist test....I am working on it ...I will send final version............ :)

Rayan
01-19-2009, 07:28 AM
Hi,I just saw challange about an hour ago so it's my frist test....I am working on it ...I will send final version............ :)

philip
01-19-2009, 11:03 AM
here's a small update. Some more texturing done, increased the volumetric light's intensity, adjusted its color and added some shadow objects for a more interesting look.
I also removed duplicate geometry from the robot which cut render times by 25 to 50% (depending on the sampling). Whithout the DOF (mental ray bokehshader) and with low sampling it now renders in 5 minutes :D

I'm not so sure about the colored glowing buttons, they look chaotic ATM, I may need to come up with a plausible pattern of some sort.

The wheels are still very shiny...

http://www.liquid-arts.de/Temp/LC_18/ScienceFictionChallenge_v007_001.jpg

rmejia
01-19-2009, 11:45 AM
Hello,

This is a third revision. Trying to mix up the lighting a bit, changed some materials, comments and crits most welcome:

http://dl.getdropbox.com/u/93640/Forums/CGTalk/Lighting%20Challenges/18%20Science%20Fiction/spaceship3.jpg
http://dl-client.getdropbox.com/u/93640/forums/spaceship3.jpg

philip
01-19-2009, 12:29 PM
Hello,

This is a third revision. Trying to mix up the lighting a bit, changed some materials, comments and crits most welcome:


you have some smoothing errors on the frame for the big fan. You might want to harden the edges there.

I like the smooth reflections everywhere and the glowing cables. The Robot material is very nice too.

The screens could use some sort of incandescence map (brighter in the center, maybe even dependent on the viewing angle) and some reflection/spec as well.

I think what doesn't look plausible right now is the absence of any seams in the ceiling, walls and floor material... show some signs that these were actually constructed.

As far as lighting goes, the hallways are making sense, but the center area doesn't. Maybe try and let the square in the floor illuminate the center area...?

MartyD
01-19-2009, 12:49 PM
Another way that Polytrans can output Lightwave files is to make a directory, with one .lws scene file and a huge number of separate .lwo files. That came out being even bigger when .rar archived than the single-lwo approach, so I didn't put it on-line, but I guess we could try it.

If anyone has specific Polytrans -> Blender instructions for me, or wants another format that it can output, I'd be happy to try something else tonight.

-jeremy

Don't know if it's any help, but I have a very old copy of 3D Exploration which I used to make a nice Lightwave object to import to Blender. Opened the 3DS file from 3drender.com with 3D Exploration and exported it as a Lightwave object. Blender imported the new LWO more or less well enough with each part listed seperately. There were a couple of anomlies. The left claw was goofy and the coincident faces (?) on the bot were messed up and possibly more but that was all I noticed in the quick check. I don't have any idea why the LWO from 3D Exploration worked.

Other fun facts:
- Blender did not import the 3DS file from 3drender.com well at all. Parts were scattered around haphazardly.
- 3D Exploration is now Deep Exploration from Right Hemisphere.

FWIW. HTH.

MartyD
01-19-2009, 01:31 PM
For the blender users, here's the file.
ScienceFictionChallenge_blend.zip (http://ebbstudios.com/download/ScienceFictionChallenge_blend.zip)

Couple of other things, the meshes are no longer water tight and you may want to remove doubles. Also the original object names have been lost; everything is now named mesh, mesh.001 etc. when imported. And smoothing will have to be set for each mesh individually. All of which is almost as much work and selecting as seperating from the original?

Well, at any rate, have fun.

MartyD
01-19-2009, 01:50 PM
One more, sorry to spam the thread. I've uploaded the blend file above instead of the LWO file. It's pretty huge so be gentle with my bandwidth.

phil-w8
01-19-2009, 02:34 PM
Hey everyone !!!

Great renders from all of you. I'm impressed each time i see a new render posted by you guys.

I've been a bit busy for the past few days, i couldn't work on the adjustments to my scene, i will try and post a new render very soon.

happy lighting to all.

-phil

rmejia
01-19-2009, 04:20 PM
Thanks for the crit Philip, you have some good points, I'll look into them for the next revision :)

maxx043
01-19-2009, 05:10 PM
hi

here is my 1st try
a robot with a very big problem

http://img514.imageshack.us/img514/6784/sifi01ut9.jpg

no textures yet - just a light test

Vyking
01-19-2009, 05:13 PM
Hi to All,
sorry for my english... :)
This is my first post and, more important, this is my first work 3d!
It's a test light without texture.
I use Maya/MentalRay.
I hope to receive C&C because i need to improve!

Many thanks.
Francesco

http://img519.imageshack.us/img519/4481/sciencefictionchallengeun2.th.png (http://img519.imageshack.us/my.php?image=sciencefictionchallengeun2.png)

philip
01-19-2009, 09:52 PM
ok, news from me again.

more texturing and shading, rather subtle changes to the lighting. I still try to find the right balance between a hallway that's too dark and an image that's too evenly lit.

I'm not happy at all with the walls in the center area, wil have to paint a new texture for that...

other things to do include:

- remodel the wheels and shade them
- create textures for the remaining control panels
- paint a texture for the robot
- model new eye-lenses and make them glow =)
- countless things I doubtlessly forgot right now
- wait for jeremy to chime in with the hints and pointers needed to make this the perfect image : P

no, but really: if any of spot anything that's off, strange or simply not looking good, please let me know ;)


alright, here goes:

http://www.liquid-arts.de/Temp/LC_18/ScienceFictionChallenge_v009_001.jpg

runejw
01-19-2009, 10:16 PM
I've been tinkering some with the overall lighting trying to get to a color scheme that would be interesting and more "moody" than my initial one.

http://img72.imageshack.us/img72/2521/l8ddf6.th.jpg (http://img72.imageshack.us/my.php?image=l8ddf6.jpg)

Think I'll go for this cool green almost clinical lighting that's framing a warmer colored center.

Obviously great deal of texturing for the robot and the center area still to be done - as well as touches to the lighting. Added GI/FG more as a subtle change here. Aware of some artefacts that will need fixing. The funky looking planet in the center is a saturated version of Io (http://www.nasa.gov/multimedia/imagegallery/image_feature_758.html) btw...

kanooshka
01-20-2009, 02:38 AM
maxx043: Great work! I love the creativity of the angle, lens distortion and colors. There are just a couple fixes I'd like to see. I think if there were more of a transition from the green background with the fan to the red foreground it would feel much more cohesive. Also, the bright red light source on the right doesn't appear to match with the light it's throwing. I'd expect there to be a deep red light source like the light being cast and also a glow around the glass. I'd also like to see some red light bouncing off of the ground onto the right wall.

Vyking: Hi and welcome! There is a strong foreground and background but there appears to be no middle ground to bind the two together. Try adding some low intensity fill lights onto the floor.

philip: I love it! I'd like to see a small amount of rim light on the right side of the robot and on the top of some of the wheels. Also, I'm guessing this is because they are not textured but the panel with the green circle really appears to be brighter and pops out. I'd like to see some slight light cast by the lights lining the edges of the wall as well as some glow. Looking forward to an update!

runejw: Nice changes. I feel the green light may be a little too saturated. On some places, like the wire, the green light is very flat and is unable to have white hotspots. I'm not sure what that sphere is in the center but it looks similar to a sun. Right now that seems to really pop out of the image. If it were to be casting light into the room things could be more cohesive.

Sciortino
01-20-2009, 05:38 AM
Wow! So many really interesting pictures from this scene--it's really awesome how much talent is here.

Anyway, here's my first lighting challenge submission in a long, long time. I took the background photo this morning, but neglected to take other photos for the reflections on the bot. So for now, he's mostly reflecting just black, except where there's some of the set to reflect. I'll fix that tomorrow.

So, this was Maya + Renderman for Maya. The set beauty pass took about six minutes, the set shadow pass took about 3, and the bot (reflections) took about 4 if I remember correctly.

Mostly it was a pain setting up the world in Maya to match the photograph in terms of orientation, then there was a lot of trial and error to get the dof in the rendering to match the photo. Thanks for looking, and congrats to everybody who's submitting!
-Tito

DanAvery
01-20-2009, 07:24 AM
There are a lot of really wonderful images so far. This is my first challenge and post. I need to do some more texturing, and lighting in the middle of the scene. Would sure appreciate any advice folks have to offer.

I did this in Modo. The render took about five minutes on a "draft" quality setting. Thanks in advance for any C&C.

http://i467.photobucket.com/albums/rr39/dan_avery/scifichallange.jpg

wasimattar
01-20-2009, 09:15 AM
here is some tuning to the light and worked on the robo texure.....

http://i276.photobucket.com/albums/kk28/wasimattar/Sci-fi-05.jpg

maxx043
01-20-2009, 02:01 PM
thanks for feedback

here is a little update - no textures yet

http://img152.imageshack.us/img152/3492/sifi04za3.jpg

kiittea
01-20-2009, 05:25 PM
Hi all..Jerome, I really like your render .. nice lighting there

MartyD
01-20-2009, 06:44 PM
I'd have to agree, much inspiration in these challenges.

Here's my initial setup. With blender. Still needs more texturing. I'd be glad to hear any suggestions about the effect I'm trying for. Pretty sure it's still not there.
http://ebbstudios.com/download/lc0901a.jpg

Update: Added the caustics and a couple of recessed lights, fixed some area lamps.

steelmonkey44
01-20-2009, 08:25 PM
Here's a update to my previous version. Not too much changed, added a little fog for atmosphere, and just played with the lighting a little more. again comments are always welcome.

http://img201.imageshack.us/img201/7153/hellodave2smalleu7.jpg (http://img201.imageshack.us/my.php?image=hellodave2smalleu7.jpg)

(http://img166.imageshack.us/my.php?image=hellodave2ma7.jpg)

ssilva1515
01-20-2009, 11:29 PM
So I decided to give this a try. I am a SCAD alum just trying to get some stuff out there.

Robot
http://i411.photobucket.com/albums/pp195/ssilva1515/goodlighting.jpg

Scene
http://i411.photobucket.com/albums/pp195/ssilva1515/finalgather.jpg

Any feedback would be greatly appreciated!

philip
01-21-2009, 12:34 AM
here'S another update.

more shading and texturing done, better anti aliasing and subtle changes to the lighting.
and of course the robot got new wheels =)

please crit!

http://www.liquid-arts.de/Temp/LC_18/ScienceFictionChallenge_v011_001.jpg

philip
01-21-2009, 12:39 AM
hmm, looking at it now, I think I should reduce the volumetric light's intensity. that's a bit too much... don't you think?

coryc
01-21-2009, 12:43 AM
hmm, looking at it now, I think I should reduce the volumetric light's intensity. that's a bit too much... don't you think?

Yea, it is a bit much because the rest of the atmosphere looks clean. Big improvement on the electronics in this one. The shot has more dimension.

philip
01-21-2009, 12:59 AM
yup. thanks =) I'm changing it now and setting up another render. will post the update tomorrow.

DanAvery
01-21-2009, 01:19 AM
hmm, looking at it now, I think I should reduce the volumetric light's intensity. that's a bit too much... don't you think?

agree that it's too much. Also the color of the light looks like sunlight. Feels wrong for the setting. I think most viewers will assume the ship is in outer space somewhere. I've been wondering what degree kelvins the light in space would be. :)

The rest looks great!

raylistic
01-21-2009, 01:27 AM
Philip: that looks really good! How did you do the shader for the buttons? incandescence? I like your render. =)

philip
01-21-2009, 02:42 AM
Also the color of the light looks like sunlight. Feels wrong for the setting. I think most viewers will assume the ship is in outer space somewhere. I've been wondering what degree kelvins the light in space would be. :)

The rest looks great!

thanks : )

I figure without an athmosphere to filter it, the light of any sun out there would be rather harsh... that's what I'm going for here: high contrast, hard light from the outside, a spaceship that's got its scars and signs of (ab-)use. Dust in the dry recycled air, rust everywhere and the smell of oil and grease...

raylistic: yep, simply a color in incandescence... no texture yet, but I plan to paint one, since these buttons usually don't have an even glow...

TyDeL
01-21-2009, 03:13 AM
Well, I didn't feel like I was going anywhere with my last one, and kind of lost track of the direction I was going, spent too much time learning about shadows, and particles as I went along.

Anyway, I decided to start over with a different vibe. Still a lot of texturing and lighting to do, and having troubles with the shadow under the robot, but first take.

http://img407.imageshack.us/img407/1893/tydelv2take2za7.th.jpg (http://img407.imageshack.us/img407/1893/tydelv2take2za7.jpg)

BlenderFan
01-21-2009, 03:32 AM
I was wondering if anyone could share how they are simulating light from the panels along the floor and ceiling. I am using area lights, but they are kind of render intensive, and I would love to speed it up a bit. I am using Blender. Any help would be great.


God bless.

wasimattar
01-21-2009, 04:13 AM
hi this is my new take on the scene, changed the resolution and the mood of the light a bit trying to give more of a space workshop kind of look...

http://i276.photobucket.com/albums/kk28/wasimattar/Sci-fi-06.jpg

phil-w8
01-21-2009, 06:55 AM
Hi guys !!!

Wow lots of beautiful renders...

In this tryout i've changed most of my lighting setup, added more textures to the scene,

i'm using Maya/mental ray no FG/GI.

Your c&c are welcome as always :)

thanks

-phil

Ok, here goes...

http://www.philippelhage.com/lighting_challenges/scifi7.jpg

arsad
01-21-2009, 08:49 AM
Already a lot of beautiful entries.
http://arsad.free.fr/ScienceFictionChallenge#18.jpg
Here is my first try, this is my first challenge and as I have to improve my lighting skills I'd be happy to receive comments and critics.

http://arsad.free.fr/ScienceFictionChallenge_18.jpg
http://arsad.free.fr/ScienceFictionChallenge#18.jpg

runejw
01-21-2009, 09:19 AM
Reworked some lighting - back to no GI/FG, just a number of point lights and some area lights.

Repurposed the globe to be a holographic display for that extra sci-fi touch

http://img258.imageshack.us/img258/5576/l18etx2.th.jpg (http://img258.imageshack.us/my.php?image=l18etx2.jpg) Still to do more work on lighting and texturing

*Edit* variation 22 jan: no gravity + FG/GI version http://img514.imageshack.us/img514/9650/robofloatwn7.th.jpg (http://img514.imageshack.us/my.php?image=robofloatwn7.jpg)

Speed render tip for XSI 7: I had increasing memory allocation errors and the previous image took 1+ hour to render... But then the thought hit me to FREEZE all the little tweaks I've made to the models etc. Did that and the final beauty pass went down from >1 hour at small resolution to 14 minutes with larger resolution. FG and GI pass also speeded up to <10 min combined. (Using a Quad Core Q6600 2.4 GHz oc'ed to 2.7GHz.)
http://img150.imageshack.us/img150/5221/robofloat2lq2.th.jpg (http://img150.imageshack.us/my.php?image=robofloat2lq2.jpg)

wasimattar
01-21-2009, 09:32 AM
the robo looks as if it's in the air and floor material looks like water if you can lit up the stairways a liitle that would add on nice depth to the scene..



Well, I didn't feel like I was going anywhere with my last one, and kind of lost track of the direction I was going, spent too much time learning about shadows, and particles as I went along.

Anyway, I decided to start over with a different vibe. Still a lot of texturing and lighting to do, and having troubles with the shadow under the robot, but first take.

http://img407.imageshack.us/img407/1893/tydelv2take2za7.th.jpg (http://img407.imageshack.us/img407/1893/tydelv2take2za7.jpg)

philip
01-21-2009, 12:36 PM
Hey! I really like the framing, the angle and the first impression of the Thumbnail. The colors are good and the mood is very cool too.
But once you open it, it's puzzling. You have way too much reflections going on. Start by making everything non-reflective except the floor and robot, work from there.
One nice thing about the reflections is, that you get thi impression the ceiling is higher than it actually is. So: why not change the model and give this center area some more height? Like a hall...

I'd love so see where this is going. Kind of an Aliens II vibe... :thumbsup:



Well, I didn't feel like I was going anywhere with my last one, and kind of lost track of the direction I was going, spent too much time learning about shadows, and particles as I went along.

Anyway, I decided to start over with a different vibe. Still a lot of texturing and lighting to do, and having troubles with the shadow under the robot, but first take.

http://img407.imageshack.us/img407/1893/tydelv2take2za7.th.jpg (http://img407.imageshack.us/img407/1893/tydelv2take2za7.jpg)

phil-w8
01-21-2009, 01:14 PM
To Philip: i really like your render :), its just great. i was wondering though how much time did it take to render the image ?

philip
01-21-2009, 01:53 PM
To Philip: i really like your render :), its just great. i was wondering though how much time did it take to render the image ?

thanks =)

at this quality with the bokeh shader: 2 hours and change... a bit much for my taste.
but mainly due to the bokeh shader and Lanczos AA: with box filtering and without the bokeh shader it only takes 10 minutes... that's what I use to tweak.
Tha parti_volume shader and the blurry reflections aren't helping rendertimes but aren't as big a deal obviously.

klabund
01-21-2009, 04:32 PM
Hi Klabund,

Like the texturing and the reflectivity here. The astronaut going upstairs worked out well. As did the light shining down from above the ladder. Most of all I like the way the light fades down the central corridor.

Best,
Dan

Hi Dan

Thanks for the comment! Had a 'sharpen filter' on by accident there and will have to reduce the overall shinyness and reflections. Far from done yet, but I'll stick with this one, otherwise, knowing myself, I turn stuff around over and over again.

Great start, and I really like the POV you got there!

~Daniele

MartyD
01-21-2009, 05:44 PM
Here's an update to my image. Couldn't figure out how to use the blue event horizon with an every day background so changed that around. Didn't really like the blue anyway. Not sure the sense of something happening at the other end of the cable is there at all. Also did a little bit of texturing (except for the caustics all procedural so far), added some lamps, adjusted the camera, and adjusted the DOF.
http://ebbstudios.com/download/lc0901b.jpg

Edit: Still trying things. Changed the camera position, brightended the light, a little bit of lens glare in post.

rahulsociety
01-21-2009, 06:27 PM
Hi CG Society's members this is my first time entering a challenge here....hope u like it..
nice scene....

thanx..!

Ashrafabdelaziz
01-21-2009, 07:01 PM
This is my second post for this challenge,hope u like it.

TyDeL
01-21-2009, 08:01 PM
Great tips everyone, thanks! I'm still fairly new to this, so I was playing around with a lot of different things, you're right though, overboard on the reflective material, the floor probably isn't working, even though I like the effect. I'll try overhauling the textures. ;)

philip
01-21-2009, 11:10 PM
update, update :D

reduced the volume light's intensity, fixed the rimlight not illuminating the wheels and did some more shading/texturing.

I think next I need to start working on the details like creating textures for the glowing buttons to make them believeable...

anyways, here's the newest revision:

http://www.liquid-arts.de/Temp/LC_18/ScienceFictionChallenge_v012_001.jpg

and I have to say: it's so great to have joined this challenge! I get such a motivation kick from it, not having had time for any personal work in the last 2 years.

so: thanks a million to jeremy for hosting these!! :beer:

BlenderFan
01-22-2009, 03:00 AM
Here is my first go at this image. I did this in Blender 2.48 and Photoshop. Blender was used for everything but the few image textures I have so far. I used AAO(approximate ambient occlusion) in conjunction with a traditional light setup(no GI or FG). I tried to keep the amount of raytraced materials to a minimum.

I rendered in two passes: a glow pass and then a pass for everything else. These were composited together within Blender. The render time was about 45 minutes on my quad core.

For anyone interested in how I made the space background, I followed this (http://www.photoshopguides.com/tutorial-137) tutorial.

I am trying to create a sense of lonliness and longing; the robot has been left alone on the ship and is waiting for the crew to return.

I still need to paint some textures, as most of what you see is procedural.

C&C much appreciated.

Everyone is doing brilliantly so far.

God bless.


Main Pass
http://farm4.static.flickr.com/3402/3217130168_3df851ca21_o.jpg
Glow Pass
http://farm4.static.flickr.com/3078/3217131068_74916061c1_o.jpg
Final Image
http://farm4.static.flickr.com/3370/3216293213_60cd6ec781_o.jpg

wasimattar
01-22-2009, 04:09 AM
some work on the texure of the back walls and will be soon finishing the texture of the mid passageway hope all of you like it C&C are welcome....
http://i276.photobucket.com/albums/kk28/wasimattar/Sci-fi-07.jpg

Slazzo
01-22-2009, 09:45 AM
One off topic image :)
http://img144.imageshack.us/img144/953/4netwo6.jpg

philip
01-22-2009, 09:48 AM
very off topic.

but *very* nice! =)

phil-w8
01-22-2009, 10:27 AM
Hey slazzo,

i love it ! :), very environmental...

kiittea
01-22-2009, 12:17 PM
hey Slazzo.. I love it ... even though its offtopicas philip said .. I like the DOF too

Aurelalto
01-22-2009, 12:46 PM
Exellent !!
Perfect renders Slazzo !!!
Hope i can just make some shoot for this chalenge !!!

OrganisedChaos
01-22-2009, 12:59 PM
I think it'd be awesome to get involved in more of these challenges, as i love creating textures, lighting and rendering a scene...but then i hit a snag...i DESPISE texturing, mapping, normals and UV editing. its sooo tedious and i just get sick of it, so many projects stopped midway through because of this, oh and rigging/weighting...the most ridiculous task ever. there needs to be some less retarded way of doing these tasks that doesnt make it take forever or bore you into an endless slumber. HATE IT SO MUCH :banghead: :banghead: :banghead:
sorry just needed to rant a little...now to return you to our original broadcast...

OrkanOrkan
01-22-2009, 04:42 PM
Hi,
so many great renders :)
this is my first challenge, and Im rather new to VRay, so your c&c are welcome :)

http://img218.imageshack.us/img218/2893/scifi0401ty1.jpg

noouch
01-22-2009, 05:38 PM
So just do a clayshaded version. If your light is good, it will already be recognizable there. You don't have to deal with texture coordinates either, you can stick with procedural textures if you like...

philip
01-22-2009, 08:03 PM
So just do a clayshaded version. If your light is good, it will already be recognizable there. You don't have to deal with texture coordinates either, you can stick with procedural textures if you like...

yeah, or projections. I edited some UVs but mostly worked with projections for my scene.

BTW; I have another update. The changes are becoming more and more subtle... Finally painted an incandescence map for the buttons, which I think gives them more depth.
I also added another light, specular only, for the bot to shed some light onto the wheel's details so to speak.
But yes; it's a lot of texture painting =)

here it is so far:

http://www.liquid-arts.de/Temp/LC_18/ScienceFictionChallenge_v012_003.jpg

Sciortino
01-23-2009, 12:57 AM
Ok, so I guess this is maybe off topic too, but here's a second version of my earlier post. (This one has a textured bot.) Maybe some tweezers or something would help emphasize the small scale I'm trying to show here....

Thanks for looking.
-Tito

http://incblots.com/images/cgtalk/lighting/SFChallenge_out_02-resized.jpg

BlenderFan
01-23-2009, 02:10 AM
@Sciortino It may be off-topic but it's very original and it looks great so far. Keep it up.

darinclifton
01-23-2009, 04:11 AM
philip have you considered adding a little color to the volume light or do you have a thought on the "white" light that you are using. Everything else has a nice warm feel you might look at warming it up or maybe push to a complimentary color, it could also be nice to add a bit of noise to the volume light might help take away some of the harshness. All in all very nice work!
Darin

philip
01-23-2009, 04:33 AM
thanks Darin! =)

yeah, the volume light is on the blueish side to contrast the otherwise rather earthy tones. maybe not saturated enough... I'll try and tweak that.
good point with the noise. If you enable "nonuniform" in the parti_volume shader that adds some nice cloudiness to the volume light... and can easily double your render times : (

so maybe I should just render the volume stuff in a seperate pass and add noise in compositing.

DanAvery
01-23-2009, 04:37 AM
Wow Ashrafabdelaziz, I really like your point of view here. Really brings us into the image. Can't wait to see a revision when you get farther along.

Dan

This is my second post for this challenge,hope u like it.

DanAvery
01-23-2009, 04:40 AM
Blenderfan, I like what you've done so far. It's an interesting pov and a new take on the scene. The space background is very cool.

Dan

maxx043
01-23-2009, 09:41 AM
- an update with Materials

http://img292.imageshack.us/img292/2900/sifi06fv7.jpg

beverins
01-23-2009, 03:34 PM
Having some fun with the scene.. :-)

Quite a few problems with the LWO scene with flipped normals, no textures and the like, but for now I'm playing around with just luminous polygons and atmospheres for now to see how far that takes me.

Nothing to compare to the excellence on display already on this thread :-D

beverins
01-23-2009, 06:36 PM
I think it looks a small bit better now.
Fixed the LWO scene a little and split up the surfaces for the robot.
Made the ceiling a glass texture, I liked the idea of it having a glass roof.

Radiosity blotching is apparent because I'm using fast interpolation in order to get quick tests.

Giap
01-23-2009, 08:33 PM
This is my render.

Maya, mentalRay but no FI and GI. 6 minutes render for HD720 side image. Images have been adjusted in Photoshop for more contrast. I'm new to lighting so please help me to improve.


http://img.photobucket.com/albums/v260/sil_tctb/lightitng_05copy-1.png



http://img.photobucket.com/albums/v260/sil_tctb/lightitng_06copy.jpg

YuriyXXX
01-23-2009, 09:07 PM
here is my take on this. still need to clean up some mesh errors

Slazzo
01-23-2009, 11:08 PM
maxx043, i don't know how everybody rate your entry, but i like it, nice materials and texturing seems good, in your place i would change the lighting to , to me it looks like in a submarine or just add some GI light bounces. Sorry for my eng.

djeanimation
01-23-2009, 11:37 PM
Just for fun !

To celebrate the release in DVD of the movie in France !

Dje




http://www.dje-animation.com/images/firstrender3.jpg

runejw
01-24-2009, 01:58 AM
Hehe, some cool variations in the thread now - keep 'em coming :buttrock: :)


Updated mine with some reworked textures/lighting. Using FG/GI plus DOF ca 40 min

http://img294.imageshack.us/img294/7497/l18procak2.th.jpg (http://img294.imageshack.us/my.php?image=l18procak2.jpg)

BlenderFan
01-24-2009, 04:02 AM
@dijeanimation Great. I've been wondering how long it would take someone to think of this.

DanAvery
01-24-2009, 07:49 AM
Beverins, I was having so much trouble getting it textured in Modo that I gave up on the glass ceiling, but I think it's a grand idea and I might return to it. Looking forward to what you do with it.

Glap, I especially like the second one where the robot is in the bottom left corner. Great pov. Looking forward to seeing your textures and the lighting.

wasimattar
01-24-2009, 10:53 AM
hi just finished the major part corridor texturing will soon post my new update....

C&C are welcome

http://i276.photobucket.com/albums/kk28/wasimattar/Sci-fi-10.jpg

Voigg
01-24-2009, 03:18 PM
This is my next version, I think it is close to being done. Any thoughts?

http://i146.photobucket.com/albums/r250/Voigg/Robot3.jpg

rmejia
01-24-2009, 06:49 PM
Here is my fourth revision, comments and crits welcome:
http://dl.getdropbox.com/u/93640/Forums/CGTalk/Lighting%20Challenges/18%20Science%20Fiction/spaceship4.jpg
http://dl-client.getdropbox.com/u/93640/forums/spaceship4.jpg

jeremybirn
01-24-2009, 07:50 PM
Hi Everybody! Wow, there's been a ton of awesome work here! I've been doing overtime at work, and a new cgworkshop that I just started a week ago has been taking up most of my on-line time when I get home. I'm sorry that I fell way behind on feedback here. I'll just start with the most recent posts, and if I missed someone I hope they post something again.

Voigg - That's great! For the center guy, if you're going to juice-up the silhouette with a few gleams and highlights, that's great, but I'd say tone down the big bright one at the base, and add a few on the shoulder and head to bring out other parts of his form. In the back hallway, there are these dark bars running across the ceiling, and they join with a bright yellow wall. That are looks really unnatural, as if there should be shadows or occlusion where they come together. The fence around the ladder area could use a little red or yellow rim on top, and maybe less of the frontal light on the left side. The wall on the right has a really bright round highlight right near it's upper right edge, that doesn't seem connected to the light sources, maybe just get rid of it and let that corner get a bit darker?

wasimattar - Nice job! I'd consider a little kick of light on the sides of the robot. Having a dark core is fine, but let's make him look more back-lit by all the lights along the sides. I don't quite know where the glow underneath him is coming from. If he's supposed to have a light at his base, try to make that more clear. Or else get rid of it.

runejw - Nice job! It looks as if you have a lot of light coming from all directions. The robots look equally bright on the top, bottom, left, right, and center. See if you can control the light more, so it comes more from one direction or light source, and gets darker and falls into shadow in other places. Avoid things like GI and FG until you're sure you have good basic lighting, otherwise they could be slowing you down and creating an unneccesary distraction. Question #1 is whether you love your basic lights and shadows, and I'd like to see you nail that part first.

djeanimation - The wall-e shaped robot is a nice touch, be he needs a lot of work on shaders and lighting. His eyes look too silver and mirror-like, try for dark glass lenses. His toros looks much too milky and washed out, but his treads have almost no light on them and need some light at least on the top. The red robot needs some hands (maybe a copy of wall-e's hands if you didn't get hands imported with the scene?) The reflections seem to be missing shadows in the reflections. See how the reflection on his front left wheel shows a brighter world than what you see directly, with the crack on the floor being bright instead of dark, etc. Probably you have raytraced shadows without a high enough ray depth limit.

YuriyXXX - Welcome! That's a good start. After you block in some materials, check that your lighting has enough contrast to be punchy.

Giap - That's great as a basic start. When lighting a large area, I always look for a chance to give different areas different lighting. For example, what if the side hallway or intersection had a differnet brightness or color of light, to break-up the space. Lighting a set that has a lot of depth to it, it's also good to think about how different things can be based on distance from camera. Do things go from dark to light, or the other way around? Is there less contrast with distance, so things look more grayed-out as you get further away? Some scheme like that to communicate depth would add a great deal to the scene.

beverins - Those are interesting tests. Materials are more important than textures, that's for sure, I'd try to fix the black areas like his hands, at least to give them more reflectivity or something.

maxx043 - Nice image! For the fisheye distortion, if you're doing it in post, make sure you put your original rendering into the center of a larger, perfectly square canvas before you apply the lens correction or spherical distortion. That way there won't be artifacts of the rectangular shape in the lens distortion. For the gray/blue panels, I wish it were more clear whether they are supposed to be light sources, or just happen to be like white frosted glass getting a dim glow from somewhere else? I like how the haze in the center breaks-up the space looking into the distance. Continuing some of the little warm-colored lights along the side walls here and there could add to the perspective though.

Sciortino - Wonderful take on the scene! Very cute and funny. Adding a few more objects, or a more realistic wood surface, could complete it more.

philip - Great scene! I think those light panels could cast a little more illumination into the hallway, and especially some kicks or rims on the robot to better define his arms. A little more emphasis on his glowing eyes, and maybe a little post-glow around some of the light sources, could add to the scene.

OrkanOrkan - Welcome! That's looking good! I like the depth in the light fixtures, that's great. I think the interesting parts are in the center, you could zoom in.

Slazzo - Wonderful scene! A+ I wonder if there could be a little less light on the back of him, especially the lower part that's near a shadow, so he wasn't clipped so much with the diffuse, but a little more kick on the back of his tires to bring out the tread more?

BlenderFan - Nice scene! A lot of the image is taken-up by a view of a floor, maybe it could have glossy reflections of the robot and sky to add some interest there? When adding the lights, make sure the crisp focused light glow itself is added first, then screen on the blurred copy to make the glow, right now we're losing the lights themselves. I'm not really seeing the results of that occlusion: the image looks noisy in places, but the corners between the console and the ground, etc. don't seem to have visible occlusion to me.

Ashrafabdelaziz - Awsome! Terrific image! I think the robot would look more back-lit if there were rims or kicks on him, at least enough to bring-out the texture of the tire tread.

rahulsociety - If you're having trouble posting images, try uploading to imageshack.us or another hosting site, and just include a link in your post.

MartyD - Nice scene. I like the look of the red lights behind translucent glass. The TV monitors need some work (scanlines? reflection? less diffuse illumination?) to look like TVs. The robot's tires and hands could use some kicks of light. For the caustic idea to work, it would be nice to see where it's coming from, and make a brighter light near the lower right corner.

arsad - Welcome! The scene is set-up well. Try to get rid of some of the overall fill light, and focus on light from a limited number of light sources, so there are bright areas near the sources, and darker and more shadowed areas where the light doesn't hit.

phil-w8 - Nice job! Given what's behind him, I'd expect more light on his screen-left side than on the other, maybe add a kick that also brings out the arm and hand?

TyDeL - Good start. Yes, some shadows under him, and more light on top of his tires and hands, would help.

ssilva1515 - Welcome! That's a good start, but I think you have too much fill light, not enough contrast to really let the shadows get dark.

steelmonkey44 - Nice scene! A little red kick on the right side of the robot could help tie it together more. I think the foreground console goes too black in between the lights, maybe that surface could be more reflective, but I like all the little lights.

DanAvery - Nice scene! The TV monitors need some work (maybe some scanlines or video artifacts? maybe some reflection?) to look like TVs. The robot's arms could use some kicks of light from the top, enough so they don't look too black. I think you could do more with the far hallways going off into the distance.

-jeremy

jeremybirn
01-24-2009, 08:12 PM
rmejia -

That's a nice scene. I think the TV monitors need some work (maybe some scanlines or video artifacts? maybe some reflection?) to look like TVs. The back robot off in the distance is getting pretty much lost. Maybe if you put something brighter behind him or lightened that back wall, he would stand out in silhouette. The foreground robot could use a little kick of light on top of his tires, and maybe a slightly darker core (the part of him facing the camera could go darker, so the little lights on him stand-out more and he has gradients from brighter edges to a darker central core.) Some more of that red rim, like you have on his torso, might work on the edge of his head and screen-right side arm and tires.

-jeremy

rmejia
01-25-2009, 01:21 AM
Thanks for the crit Jeremy, I will work on those points :arteest:

StephenQ
01-25-2009, 02:59 AM
hello everybody,this is my first picture,i wanna express the robot also like dancing so i decide to use colorful lights,just like in club.in order to the aircraft looks like in universe, the floor in the center i use glass texture then we can see the earth through it.welcome to your comments:beer:
http://i567.photobucket.com/albums/ss116/etandforg/machine-dance2.jpg

StephenQ
01-25-2009, 03:01 AM
i use 3ds max and V-ray

arsad
01-25-2009, 10:25 AM
Thank you very much Jeremy for all this constructive critics.

I've changed quite a bit, made some textures, changed composition to have a bit more tension, added more shadow areas.

http://arsad.free.fr/ScienceFictionChallenge18_v002_800.jpg

Vyking
01-25-2009, 03:37 PM
Hi,
thank you kanooshka (http://forums.cgsociety.org/member.php?u=212966) for your comment.

This is my scene with other fill light!
No texture again.

C&C are welcome.
Thanks.

http://img511.imageshack.us/my.php?image=sciencefictionchallengecz8.png

runejw
01-25-2009, 05:51 PM
Thanks for the crit, I agree the lighting was a bit too uniform.

Here's an update with some more lighting/material work. No FG/GI and ca 20 min rendertime using XSI7 and MR. AO and Depth as separate passes a few min each.

EDIT: Second image is a variation with procedural texture for the structure beams also. Made the rendertime jump to ca 1h... but looks nice.

http://img293.imageshack.us/img293/1806/l18colghn7.th.jpg (http://img293.imageshack.us/my.php?image=l18colghn7.jpg) http://img183.imageshack.us/img183/3531/l18cgcjs3.th.jpg (http://img183.imageshack.us/img183/3531/l18cgcjs3.jpg)

klabund
01-25-2009, 10:49 PM
Great works to encounter here! Kudos to all!

Here's an update from me; not really happy with the outcome yet. I'm mostly fine with the back corridor and the ladder section but not with the bot section yet. The buttons look strange and the light on the bots is way too green, probably should be more blueish. The compartment of the fan on the ceiling doesn't look good, either, there are some unwanted reflections. And some lights are not emitting much yet, especially the little spots on the ceiling, so I'm working on all this as I get along. Rendertime now over an hour, so I can only make very few test on a day. (No postwork in this one.)

C&C welcome as usual!

http://www.desertwalker.com/img/chall04-raw.jpg

Voigg
01-26-2009, 03:55 AM
Here is what I have after a full day of working on the scene. I made all the changes I got from the feedback. After some more critiques I added some blue/cyan to the back and the sides in hopes to add more depth and pull the scene together. Let me know what you think.
http://i146.photobucket.com/albums/r250/Voigg/Robot9.jpg

FluidEdge
01-26-2009, 10:32 AM
Hi, It's my first time trying one of these out - i've been meaning to do it for ages and i finally had a free afternoon so i got started on one.

Still setting up the basic lights at the moment will post again once i get some textures on there!

http://i235.photobucket.com/albums/ee233/bigbouncyball/sciFi_1.jpg

jeremybirn
01-26-2009, 04:22 PM
StephenQ - I love it! 1970's Disco fun! With all the light around there, I think some kicks or rims could bring-out the shape of the black parts like the wheels and neck, just enough to put some light on the edges and give them some presence in the scene.

arsad - Nice scene! It looks kindof sad, with the uniform cloudy-day colors, half-lit lights, and listless robot. I was looking at the composition, and it probably could focus in on the robot more, not that you have to, but I was just looking at ideas to make the image more engaging or creating a center of interest in the scene.

Vyking - Good start! Add shadows to your lights, especially the lights on the robot. The light that hits his from might come from higher up and to the right more. You might use more lights on parts of the set, and consider using softer shadows on the set if the light's supposed to come from that kind of big white panel.

runejw - That's coming along nicely! The robots don't look top-lit to me. They have those big white panels of light over them, and yet the highlights seem to be on the lower-front of them, and the tops look fairly dark. If wonder if that ball with the orange on it should be a main light source in the scene instead? It's right there and the robots are looking at it, maybe it could play a bigger role in the lighting design?

klabund - I agree getting the spots on the ceiling working would be good, parts of the lightng are looking very uniform. For the guy climbing the ladder, maybe you could get softer shadows on the light coming down, and put some light and shadows on the guy himself too. The far hallway through the doors looks good, that area is heading in an interesting direction you might want to pursue more of. Those little lights on the far wall could add some color and interest, too.

Voigg - Looks good. The red light on the right could be unified into one color red (no need for purple upper, red lower) and might create a little red rim or reflection on the robot. The boxes on the right might get the red light as well, unless you are going to get those ceiling lights working.

FluidEdge - Good start, keep going!

-jeremy

steelmonkey44
01-26-2009, 07:50 PM
Thanks for the comments Jeremy. Here's the new update. The extra touch of light on the robot does really help to pull the image together. Thanks again. Additional comments are always welcome.

http://img144.imageshack.us/img144/8850/hellodave3dg0.th.jpg (http://img144.imageshack.us/my.php?image=hellodave3dg0.jpg)

jojo1975
01-26-2009, 08:22 PM
I'm in ;) I've seen late this challenge but I think I will have time. I'm just revising some scene while making tutorial and this is just so cool. I guess I will use a 2001 Odyssey style

TyDeL
01-26-2009, 09:25 PM
Hah, love the disco inferno Stephen, it made me smile.

I think it could be even better if you played with the robot pose a little more, made his head more animated, like the Snoopy dance:

http://wilder.blogs.com/abbottwilder/images/2007/11/26/snoopy_happy_dance_2.jpg

rmejia
01-26-2009, 11:58 PM
Well here is my 5th revision. Trying out different ways to light up the robot in front, with lights from above or a spot light in front. There was some touching up in photoshop to add glow and some contrast. Comments and Crits welcome! Max 2009 + V-Ray
http://dl-client.getdropbox.com/u/93640/forums/spaceship5.jpghttp://dl.getdropbox.com/u/93640/Forums/CGTalk/Lighting%20Challenges/18%20Science%20Fiction/spaceship5.jpg

http://dl.getdropbox.com/u/93640/Forums/CGTalk/Lighting%20Challenges/18%20Science%20Fiction/spaceship5a.jpg
http://dl-client.getdropbox.com/u/93640/forums/spaceship5a.jpg

StephenQ
01-27-2009, 05:26 AM
Thanks for your comment TyDeL i am pleased you like it ,you are right, the robot's head looks like a little stiff,i aslo think it will be better if it like the Snoopy.so thank you once again!!



Hah, love the disco inferno Stephen, it made me smile.

I think it could be even better if you played with the robot pose a little more, made his head more animated, like the Snoopy dance:

http://wilder.blogs.com/abbottwilder/images/2007/11/26/snoopy_happy_dance_2.jpg

phil-w8
01-27-2009, 07:07 AM
Hi everyone,

I couldn't post any updates earlier. Anyways here's mine.

Your comments are welcome as always.

Thanks in advance.

-philippe

http://www.philippelhage.com/lighting_challenges/scifi14.jpg

Vyking
01-27-2009, 09:30 AM
Vyking - Good start! Add shadows to your lights, especially the lights on the robot. The light that hits his from might come from higher up and to the right more. You might use more lights on parts of the set, and consider using softer shadows on the set if the light's supposed to come from that kind of big white panel.


Thanks Jeremy!
I try to adjust my set of lights.

Francesco

maxx043
01-27-2009, 12:03 PM
thanks for comments

here is an update
changed some Materials and added some little Lights alog the side walls

http://img294.imageshack.us/img294/9185/sifi07es9.jpg


the image is rendered in XSI with Lens distortion
(no Phososhop or any Post-effects)

klabund
01-27-2009, 08:53 PM
klabund - I agree getting the spots on the ceiling working would be good, parts of the lightng are looking very uniform. For the guy climbing the ladder, maybe you could get softer shadows on the light coming down, and put some light and shadows on the guy himself too. The far hallway through the doors looks good, that area is heading in an interesting direction you might want to pursue more of. Those little lights on the far wall could add some color and interest, too.

-jeremy

Jeremy,

Thanks so much for the very detailed and profound feedback. I'll work on it. Of course, I managed to overwrite the file, so it's back to start from scratch again. ;)

~Daniele

NAYAK33
01-27-2009, 09:05 PM
hi,jeremy sir i don science fiction lighting.I try to make more colorful and bright.Lighting don by maya standard lights.I hope you like it.

http://img407.imageshack.us/my.php?image=sciencefictionwq7.jpg (http://img407.imageshack.us/my.php?image=sciencefictionwq7.jpg)It is my imge link.

http://img407.imageshack.us/my.php?image=sciencefictionwq7.jpg
http://img407.imageshack.us/my.php?image=sciencefictionwq7.jpg
(http://img407.imageshack.us/my.php?image=sciencefictionwq7.jpg)

bshao
01-27-2009, 09:47 PM
Hey all!

Been watching these for a while so decided to give it a go finally :D

Rendered on Blender, initial lighting pass with default textures:

http://i664.photobucket.com/albums/vv1/bshao/LightingChallenges/ScienceFiction.jpg

Going for spooky... ;)

runejw
01-27-2009, 11:51 PM
Added the missing top illumination and did various other tweaks...
Rendertime ca 1h total - no FG/GI. Made separate passes for background, matte isolation of robots, planet, AO and depth. Then composited together inside XSI7's FX tree.
http://img147.imageshack.us/img147/9079/compsf18kqj1.th.jpg (http://img147.imageshack.us/img147/9079/compsf18kqj1.jpg)


The matte isolation pass for just the robots
http://img149.imageshack.us/img149/879/sf18robotban4.th.jpg (http://img149.imageshack.us/img149/879/sf18robotban4.jpg)

StephenQ
01-28-2009, 06:14 AM
Thanks for your comment jeremybirn i will do my best:D

StephenQ - I love it! 1970's Disco fun! With all the light around there, I think some kicks or rims could bring-out the shape of the black parts like the wheels and neck, just enough to put some light on the edges and give them some presence in the scene.

herbertagudera
01-28-2009, 07:06 AM
awesome works.. the scene is really challenging.. anyway.. heres my first draft..

http://farm4.static.flickr.com/3530/3233657634_0301b521e0_d.jpg (http://bighugelabs.com/flickr/onblack.php?id=3233657634&size=large)

thanks..

punytjoshi
01-28-2009, 07:17 AM
HI all,
nice work so far from every one here is my work. working on it .

This is my first work in lighting challanges where I have used GI and FG(I tend too rely more on manually lighting and creating bounces.).character and bg are lit seperatly but not too many passes used ,

but bg has around 15 lights and 3 of them are emitting photons still this will be improvised on and looking forward for comments and critics from you all.

my work
http://i120.photobucket.com/albums/o168/modelerpunit/ScienceFiction_2.jpg



Punit Joshi

BlenderFan
01-28-2009, 02:49 PM
Thanks for the advice Jeremy; I made the floor more reflective. I am testing textures right now, and I still have more to paint. Please tell me your thoughts.

God bless.

http://farm4.static.flickr.com/3325/3234263496_efa89b8daf_o.jpg

Mirco83
01-28-2009, 03:58 PM
Hi all,
I completely changed the mood of my scene and i placed the robot in an "evil" situation...
The 80 % of the scene has no texturing yet and the shaders are pretty rough. I focalized my interest on the light and on the composition.
This time i used Mental Ray.
Bye,
Mirco Paolini




http://img440.imageshack.us/img440/2146/wipreloadeddg1.jpg

jeremybirn
01-28-2009, 04:17 PM
BlenderFan - Looking better! Those lights in the alcove don't look lit-up: you see bright highlights coming from them, but the panels themselves look darker than the light they are casting onto other surfaces, if the panels are supposed to be the light source they should be the brighter part. The robot is looking good, his hand disappears into blackness and needs some reflection, and the right wheel looks very contrasty and could use some soft kick to bring out more of its shape and integrate it with the softbox environment. The lights on the right seem to have a bright gray area around them that looks like too much glow, maybe combined with a brighter material? Type putting a softer more subtle glow onto all your lights, including the panels on the left as well as the small ones on the right.

punytjoshi - Looks good! The robot has a nice solid look, with nice rims and kicks defining his form. The fan could use more contrast, it looks like soft plastic with a glow running through it. The area above it could ramp into darkness more smoothly though. The wall behind the robot, on the left, looks better than the right walls, because the nice reflectivity adds some punch and interest to the surface.

herbertagudera - Great concept. Good start with it. Maybe play-up the blue light coming from the center more, with some real shadows on the robot and behind the robot from the blue/green light? You can also use the different areas of the scene to have different qualities of light, especially around the partition on the right, and the beam area vs. window area vs. darker corners.

runejw - See if you can simplify your scene. Can you use fewer lights? Just one light? Not use light linking or passes or layers? I'm convinced that you could do something more compelling if you really focused on a single light source and focused on making it convincing, instead of having light all over that seems to come from many directions at once. Also, when you render with just one light source lighting the scene, you can check that the reflections match what they are reflecting, so the front of the robot will look like it reflects the wall in front of him.

bshao - Welcome! Good start, keep going!

NAYAK33 - Interesting scene! I thinkthe middle robot gets lost because he is rendered in such similar tones to the wall around him. Make sure you have nice solid shadows under all the robots, too. As you move off into the distance, the scene could have less and less contrast. You already are almost going in that direction, but the most distant part of the scene still has black blacks that go about as dark as the blacks in the foreground. Lighten the dark tones in the more distant hallway and you'll have a deeper and more varied scene.

maxx043 - Nice scene! I wonder if something can be done to bring-out the lower left of the robot, without hurting the overall look of the scene?

phil-w8 - Nice job! The hallway looks very uniform, could you make it go light-to-dark or dark-to-light or have less contrast at the end -- something to give more depth? The fan would look better with softer shadows below it. The robot looks good, but needs some rim or kick to bring-out his R hand and wheels.

rmejia - Lovely scene (especially lower one) - colorful and fun!

steelmonkey44 - Great scene! Try some rim or kick on the robot's right arm and maybe his wheels.

-jeremy

rahulsociety
01-28-2009, 06:45 PM
hi everyone, :wip:
.....i try just simple with darker light...it is my first try.....
ur c&c are most welcome......
http://img120.imageshack.us/img120/8004/try3nc9.jpg (http://img120.imageshack.us/my.php?image=try3nc9.jpg)

runejw
01-29-2009, 12:02 AM
Thanks for your comments Jeremy.

I simplified the lights to just 2 spots and 2 points. Rendertime ca 30-40 min with FG/GI.
http://img265.imageshack.us/img265/488/sf18mvv1.th.jpg (http://img265.imageshack.us/img265/488/sf18mvv1.jpg)

Thinking about perhaps skipping the center celing lights and/or looking for other angles.

Anyway, lots of fine work in the thread now :cool:

jeremybirn
01-29-2009, 12:11 AM
runejw -

Could you break it down farther? Maybe without FG or GI, just show the 4 lights each by themselves? I'm convinced there's a central direction for the lighting that can be found and brought out in your scene.

-jeremy

Voigg
01-29-2009, 02:01 AM
Thank you for the feedback, here is my next version.
http://i146.photobucket.com/albums/r250/Voigg/Robot12.jpg
http://picasaweb.google.com/lh/photo/APcS7SNqWvGNI2hU1zLLow?authkey=wEQ5y9Eo_7k&feat=directlink

MikeBracken
01-29-2009, 03:42 AM
Here is a small update. C&C Always welcome.

Regards,
Mike

http://img299.imageshack.us/img299/5018/looking2jq8.jpg

punytjoshi
01-29-2009, 04:34 AM
Thanx for the comments jeremy, As always very useful and directive .

When I saw my work again critically I found there is black line behind my character which is not there in charecter pass or any of the pass, but still it is coming there even though I have kick light there.

I guess that has something to do with compositing, but that thing is not letting character merge with background.

could you please guide me what is the issue and what can be the possible solution????



-Punit Joshi

Buhby
01-29-2009, 04:45 AM
@punytjoshi (http://forums.cgsociety.org/member.php?u=318441) - most likely it's the premultiply option. If you're using MentalRay, turn it off in the render settings, if you're not using MR and compositing with AE, change the alpha interpretation (ctrl-F).

This should solve your problems

jeremybirn
01-29-2009, 05:04 AM
rahulsociety - Good start. Work on creating some contrast in the robot and other surfaces, so that what you see on the screen looks like gradients created by the lighting being brighter facing one way and darker and more shadowed on the other side of things.

Voigg - Looking good! Maybe the floor the robot's on could have more reflection? There's a hard red line just in front of the robot that looks unnatural, is something cutting off the red light there?

MikeBracken - Terrific image! I like his little piece of earth he has there! His wires in back need more subdivision. Be careful about the alignment of the white thing on the floor with the robot. Right now, the white parts of the floor are similar to the robot's color, and when you look in front of the robot's hips, there's a white thing sticking out that looks a little like a part of his body. I like how you have a nice amount of shaping on his arms, so that even though they are black, you can see their shape well. I hope you can do something similar with the wheels.

punytjoshi - I see the matte line. In other posts you said you were using Shake to composite. If it's Shake, just render everything over a black background, use a pre-multiplied alpha, and an "over" should do it, if the background has the wall in it, and you're putting the robot on top. If you have more than one lighting pass for the robot, then "add" them before you put them over the background. If you are adjusting the colors too much before the over, then do a switchmatte to replace the original alpha before the over.

-jeremy

PS - If your problems continue, then post the layers and alphas you're rendering and we can discuss options more specifically.

phil-w8
01-29-2009, 06:56 AM
phil-w8 - Nice job! The hallway looks very uniform, could you make it go light-to-dark or dark-to-light or have less contrast at the end -- something to give more depth? The fan would look better with softer shadows below it. The robot looks good, but needs some rim or kick to bring-out his R hand and wheels.


Thank you for your feedback Mr.Birn, i'll take into consideration every comment and will post a new render soon.

thanks again.

-philippe

phil-w8
01-29-2009, 07:00 AM
Here is a small update. C&C Always welcome.

Regards,
Mike

To MikeBracken: I'm a huge fan of your image :) , i was just wondering how u got this result?
did you use GI / FG ? Or just simple lights ??...

Mirco83
01-29-2009, 09:44 AM
Hi all,
I completely changed the mood of my scene and i placed the robot in an "evil" situation...
The 80 % of the scene has no texturing yet and the shaders are pretty rough. I focalized my interest on the light and on the composition.
This time i used Mental Ray.
Bye,
Mirco Paolini
http://img440.imageshack.us/img440/2146/wipreloadeddg1.jpg

Voigg
01-29-2009, 10:51 AM
Yea I noticed that red line too, but I have tried to get rid of it but I have not yet found what is causing it. I will keep working on it. Thanks for the feedback. :thumbsup:

philip
01-29-2009, 11:22 AM
thanks for the crit Jeremy!

so here's my update for today:


http://www.liquid-arts.de/Temp/LC_18/ScienceFictionChallenge_v014_1.jpg

still thinking about that center area, I'll try and reduce the intensity of the light that's coming from the left...

maxx043
01-29-2009, 03:35 PM
- here is my final

http://img149.imageshack.us/img149/2128/sifi071280highqy0.jpg

thanks for all comments
and thanks jeremy for your feedback

kanooshka
01-29-2009, 04:11 PM
More and more great work coming out keep it up!

I have a question regarding specularity on light sources. This is open to anyone's opinion but of course I'm interested in Jeremy's insight.

I've noticed that lights with specularity get affected by the decay of a light source. Now I know there's a difference between specularity and reflectivity but decay on a lights specularity does not make sense to me. Is creating a separate light with specularity and no decay more plausible or is this a realistic simulation?

philip
01-29-2009, 05:05 PM
More and more great work coming out keep it up!

I have a question regarding specularity on light sources. This is open to anyone's opinion but of course I'm interested in Jeremy's insight.

I've noticed that lights with specularity get affected by the decay of a light source. Now I know there's a difference between specularity and reflectivity but decay on a lights specularity does not make sense to me. Is creating a separate light with specularity and no decay more plausible or is this a realistic simulation?

I know I'm not Jeremy but here you go:

yes, since specularity is nothing that happens in the real world, but just a hack to simulate the mirror reflection of a light source, it would be more realistic to create a second light for specularity only.

Then again, I'd say do whatever the scene calls for. Realistic or not.

HTH =)

kanooshka
01-29-2009, 06:33 PM
Thanks for the reassurance philip! I wasn't sure if my observation of specularity was completely crazy. =)

harshvfx
01-29-2009, 11:21 PM
Hey Philip, I like where yours is going. Making everything look wore out is making better and better. Also, personally, I would like to see the light coming through the ceiling a little more. But nj.

MeanPi2
01-30-2009, 09:09 AM
http://img231.imageshack.us/img231/5686/bot1qp7.jpg (http://img231.imageshack.us/my.php?image=bot1qp7.jpg)
http://img231.imageshack.us/img231/bot1qp7.jpg/1/w1024.png (http://g.imageshack.us/img231/bot1qp7.jpg/1/)
Early WIP and for a first time dealing with the light effects what a pain in the rear. Anyways went more for the actionyishy "what the *$&% just happened we're all maybe deadish real quick kinda probably sorta.." look.

Crits welcome such as how can I get better shadows around the bot wheels to deal with its 'float' deal and such as such. (Using Lightwave 9.6 and no GI if that matters.)

runejw
01-30-2009, 09:46 AM
runejw -

Could you break it down farther? Maybe without FG or GI, just show the 4 lights each by themselves? I'm convinced there's a central direction for the lighting that can be found and brought out in your scene.

-jeremy

Thanks for the comment.

Here's the result with the first one having just one light (tight area sphere) from the globe. (Started from scratch)
The second image additionally has a fill light high above the propeller spot, as well as the propeller and ladder spot.
Rendertime 11 min and no FG/GI.
AO on second image 2.5 min (without AO the nearest wheels seem to be floating)
http://img145.imageshack.us/img145/3845/sf18nsl0.th.jpg (http://img145.imageshack.us/img145/3845/sf18nsl0.jpg) http://img407.imageshack.us/img407/9533/sf18n4xc0.th.jpg (http://img407.imageshack.us/img407/9533/sf18n4xc0.jpg)

jojo1975
01-30-2009, 02:11 PM
So.. I want to make two entry and this is the quick one. I needed some pause from modelling :) This is the tribute to 2001 Space Odyssey, Everything monocromathic except the robot ;)
http://www.giorgioluciano.net/wp-content/uploads/2009/01/xvii2001odyssey.jpg

jeremybirn
01-30-2009, 03:54 PM
MircoP - Great idea, great start. The character on the right could use the blue more as a rim, without such broad kicks and highlights in blue, to convey the idea that the blue light is in front of it and far away. The far guy reads pretty well, but his upper left side should be the brightest, with those very bright lights above him to the left, and the rest of him should go pretty black. Maybe the red lights can be brighter so their call even more attention to themselves? Maybe the floor could be darker and more reflective, with the red lights reflected?

philip - Great image! You might think about cropping or composition, when I cover-up the left side of the image with my eyes the scene still looks complete.

maxx043 - Terrific work! Congratulations! Maybe you have more info you could post as a break-down to share your set-up, any special tricks or settings used?

kanooshka - Inverse-square decay in real life applies to all light. Whether a surface will reflect it in a mirror reflection, glossy reflection, highlight, matte surface, etc., light is still light. I guess Maya doesn't have a global reflection attentuation setting that you could put to Inverse Square or Quadratic (I think 3DS Max has a setting like this, it's just Maya that doesn't), so you see the raytraced reflections bahaving differently than some of the highlights. Since highlights are such a cheat anyway, you can usually solve problems by cheating them more. Separate specular lights can work. If you have both raytraced reflections and specular highlights visible on a shiney surface, make sure their position, color, brightness, and softness all work together plausibly and look like a reflection of the same world. Sometimes the fact that highlights are much more soft and glossy looking than a raytraced reflection is acceptable, what you see in a reflective surface looks sortof like an image that has some flares and blooms on it.

MeanPi2 - Great scene! I love the filmic look. The floor looks as if it's glowing from below, like back-lit frosted glass. This makes it hard to tell which parts of the brightness on the floor are it's own glow, and which parts are supposed to be refleciton or illumination from the sparks. I wonder what it would look like if you made the sparks more central to the lighting and reflections, and made some parts of the floor (especially right under the robot's wheels) darker to create more contrast there? The robot's eyes could be brighter, more like little lights I think. Love his expression!

runejw - Great, let's focus on the first image! I think the light could be brighter right at the source, and decay more rapidly. The round window looks very bright on the right, if the light is supposed to come from in front of it. The orange parts of the ball itself should be the brightest thing in the scene, if they are the original light source and all other illumination (such as the walls) is the light that comes from that source. Reflections should be dominated by reflections of the bright ball. I don't know why the back of the robots looks so bright, if it's just from reflectivity then they should get more contrast as soon as the light they are reflecting gets a more realistic decay. I think the area around the right guy's eyes could get more shadowed in places. If you can really sell this 100%, then the scene will be off to a believable start, and you can always put in fill lights or background lights later.

jojo1975 - Good start! I wonder if there could be shadows or reflections on the floor? Or more contrast in the robot? Maybe the distant hallway we see in reflection behind us could end in gray instead of white. The robot's tires could use some kicks of light, and the white of the wheels could be toned-down a bit. The eyes have a nice look, a bit like Lego. Between the Lego eyes and the shallow DOF, it looks like a very small scene.

-jeremy

Mirco83
01-30-2009, 05:31 PM
MircoP - Great idea, great start. The character on the right could use the blue more as a rim, without such broad kicks and highlights in blue, to convey the idea that the blue light is in front of it and far away. The far guy reads pretty well, but his upper left side should be the brightest, with those very bright lights above him to the left, and the rest of him should go pretty black. Maybe the red lights can be brighter so their call even more attention to themselves? Maybe the floor could be darker and more reflective, with the red lights reflected?

-jeremy

Thank you for the suggestions, Jeremy!
I'll apply them to my scene,
Bye

Mirco Paolini

arsad
01-30-2009, 07:33 PM
Wow, some very nice work posted meanwhile! Very impressive stuff!


Thanks Jeremy for the comments and the help you give, very very helpful.

I've changed composition again to get more emphasis on the "story" or "idea" behind my image. I hope it reads better now.

http://arsad.free.fr/ScienceFictionChallenge18_v004.jpg

runejw
01-30-2009, 09:43 PM
runejw - Great, let's focus on the first image! I think the light could be brighter right at the source, and decay more rapidly. ... I don't know why the back of the robots looks so bright, if it's just from reflectivity then they should get more contrast as soon as the light they are reflecting gets a more realistic decay. -jeremy

Man you are right in spotting that!

No matter how bright I made the light and no matter how exponential I made the falloff the sides of those robo-guys would not become very dark...

Finally made a render from behind and lo and behold the back was also seemingly lit by some low level light source, so checked for any light I might have forgot to turn off in vain.

The real culprit was the Mental Ray "Car Paint" material which has an ambient color I didn't think of too much of - i.e. it looks nice on the shader-ball but even if the ambient is set to quite dark it makes a really huge difference when rendering. Thought it first might be some of the environment sampling etc built in to this shader, but no the ambient was the significant factor. So, lesson learned !

New renders to follow...

bshao
01-31-2009, 12:20 AM
Hey all! Finally got round to adding some textures to the robot...

http://i664.photobucket.com/albums/vv1/bshao/LightingChallenges/ScienceFiction2.jpg

punytjoshi
01-31-2009, 03:15 AM
thanx jeremy and Buhby (http://forums.cgsociety.org/member.php?u=192511) for your suggestions will work on it and soon be back if that works or else I will be posting my passes.