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jeremybirn
05-04-2009, 06:21 AM
Challenge #19 features 3D models of gems and jewelry you can render. The challenge is the bring the scene to life in a way that helps all the different gems and precious metals look believable, sparkling, and valuable. You can download the files from here:

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


This scene was modeled by Dan Konieczka and Juan Carlos Silva. Please credit them for the modeling if you post your renderings on your webpage or include a scene on your showreel. Here's a screenshot of the raw models that you will start with:

http://www.3drender.com/challenges/KingsTreasure/KingsTreasure_wireframe.jpg

As always, changes to the scene and models are allowed, and all 3D rendering techniques are allowed. When you find the time, please share information about your software and techniques and set-up after you post your scene.

Jewelry can be a challenge to render, get started early on this challenge for the best results!

-jeremy

dboydesign
05-04-2009, 06:41 AM
Oohh, very nice scene. A great way to learn about shading gems and metals.
Great scene Dan Konieczka, Juan Carlos Silva.

Im sure in for this one :)

iman121
05-04-2009, 09:18 AM
looks great:D I`m in

jojo1975
05-04-2009, 10:51 AM
I guess I'm in ;)

Mirco83
05-04-2009, 11:32 AM
Amazing!!I'm here!

raylistic
05-04-2009, 12:05 PM
I'm back for this challenge! Will post something soon!

elvis75k
05-04-2009, 12:15 PM
..and here is the first rough approach. I'm studying some stuff (!) and wondering if i can do the job using no raytracing. edited i'm too excited..
Best of luck to all and thanks to Dan Konieczka and Juan Carlos Silva.
http://i226.photobucket.com/albums/dd20/elvis75k/build01b.jpg

raylistic
05-04-2009, 01:27 PM
..and here is the first rough approach. I'm studying some stuff (!) and wondering if i can do the job using no raytracing. edited i'm too excited..
Best of luck to all and thanks to Dan Konieczka and Juan Carlos Silva.
http://4.bp.blogspot.com/_zmyTOa1ZUq0/Sf7UP4yYjNI/AAAAAAAAAFQ/_WjhhW1MsuI/s1600/build01b.jpg

Hmm, i doubt so. You might need raytracing for the refractions in the gems and diamonds unless you want to fake it using painted texture. I might be wrong.

soroosh
05-04-2009, 06:49 PM
oh .
it's a great challenge . i like lighting & Rendering .
Thanks . . .

rodia
05-04-2009, 07:38 PM
nice challenge! good exercise...lots of reflections XD

bungatron71100
05-04-2009, 07:40 PM
This looks like a good, challenging scene.

n3m72
05-04-2009, 08:16 PM
Will be a lot of fun to do this one!

BlenderFan
05-04-2009, 08:45 PM
I'm totally in.

vamsiprakash
05-04-2009, 09:36 PM
http://i595.photobucket.com/albums/tt40/vamsi008008/render1.jpg

its my first render i will post my final render very soon

Kiralj3d
05-04-2009, 10:10 PM
I'm there too!, my first challange on cgsociety :)

elvis75k
05-04-2009, 11:45 PM
There are some inverted normals that may cause problems (cinderBlock + the mirrored polys on the throne + the Roof + the big sphere of the crown etc). In maya - how to fix:
1 from the viewport menu lighting select "use default light" and disable "two sided lighting"
2 from the viewport menu shading select "use default material"
3 look around to find the black blocks on the wall (click+shift for add to selection)
4 press F3 to go in the polygons module and tear down the normals menu and hit "reverse"
5 look around for some other black unshaded models and repeat the steps..
6 back to default setting for viewport overrides
.. for nurbs press F4 -> edit nurbs -> reverse surface direction.

In the pic you can see some nice non-smoothed coins.. no textures, no lighting principle yet.. and the crown looks like a miniature.. hey wait! That's the King Rat (fat) treasure!!
Need to add some cheese then :) -

http://i226.photobucket.com/albums/dd20/elvis75k/quick.jpg

jeremybirn
05-05-2009, 03:07 AM
The Maya .mb file is the original as delivered to me. It consists of mostly polygonal objects with some NURBS surfaces, and it has objects grouped into hierarchies.

To create all the other file formats, I made a modified version of the scene. That version has all the models un-grouped, all models converted into polygons, scaling frozen to positive numbers on backwards models, the backwards normals fixed on some surfaces, and the geometry around the windows fixed where concave polygons had caused problems in the conversion.

If you're using Maya and want to load the modified version I'm describing, you can import the .obj file. Be aware that this means you don't get any NURBS and you don't get the original grouping of models, but it will fix the "black bricks" Elvis75k described if you saw that problem.

-jeremy

jeremybirn
05-05-2009, 04:47 AM
vamsiprakash - Good start. It looks much too bright. Some light isn't casting shadows right, especially if you look inside the money bag at how bright the coins are. Try to figure out where the light is supposed to be coming from, such as if the window should be bright, and aim the light from directions that would make sense in the room.

Elvis75k - Good start, especially on your first image! The second image is looking a little more flat. Try to get nice shaping and shadowing in your lights, get nice reflections from the rest of the room, and keep going on assigning materials!

-jeremy

phil-w8
05-05-2009, 06:03 AM
that's an awesome scene, count me in.

twosheds
05-05-2009, 11:21 AM
As always, changes to the scene and models are allowed, and all 3D rendering techniques are allowed. When you find the time, please share information about your software and techniques and set-up after you post your scene.


Does that mean that we can move stuff around too? Use, say, more or fewer coins, for example, or scatter them around more?

jeremybirn
05-05-2009, 03:10 PM
Does that mean that we can move stuff around too? Use, say, more or fewer coins, for example, or scatter them around more?

Do whatever you want.

-jeremy

psycosven
05-05-2009, 03:24 PM
Hey Jeremy and all! Count me in for this one too! I've been all over the place since the lighthouse challenge, can't wait to get back into another one! :D

arctor
05-05-2009, 06:51 PM
for the Houdini users out there:

I have downloaded the OBJ file and fixed it up a bit:
deleted the bazillion groups that maya spits out for every damn polygon
made new, hopefully, more useful and sensible primitive groups
fixed all the normals
saved it as a .bgeo file = 13mb vs 28mb for the obj
so just whack down a file sop and feed it the bgeo

I'll try to go through the other files and do the same over time...(but if you want to help out that would be awesome - just let me know)

I've sent the file to Jeremy Birn so it should be up there soon.

thanks to Dan Konieczka and Juan Carlos Silva forthe models!

Sorath
05-05-2009, 08:58 PM
woha, elvis you're tha presley!!! nice shading!

so.. i'm in, with an light mood rendering, ..everything lambert shaded.. just lighttesting for the moment. heavy repainted in photoshop to get an imagination how it should look like.

http://www.resurrexion.org/images/The_Kings_Treasure_08_mood1.jpg

cheers
Bastian :beer:

StuManFu
05-05-2009, 10:12 PM
Love it, Sorath!

Excellent mood.

divanovic
05-05-2009, 10:21 PM
Very interesting theme and a demanding one for sure...

Great progress so far, nice ideas for the feel,keep it up!

I was thinking of a bright day for counting the loot, here is some light test and a possible color scheme.

Good luck to all,
cheers
Dejan

NAYAK33
05-06-2009, 12:50 AM
hi,jeremy sir i done the king treasure lighting.It is done by maya standert light and i use occulation pass for soft shadow. it is my first try.I hope you like it.


http://i358.photobucket.com/albums/oo21/gopu33/firstfinal.jpg (http://i358.photobucket.com/albums/oo21/gopu33/firstfinal.jpg)

Moonias
05-06-2009, 12:56 AM
Ooooooooh Pretty Scene, I am in on this one for sure.

rmejia
05-06-2009, 01:33 AM
Hi,

Here is my first attempt, no materials added yet. Please comment and crit the lighting and camera view. Thanks :bowdown:

http://dl.getdropbox.com/u/93640/Forums/CGTalk/Lighting%20Challenges/19%20King%27s%20Treasure/1.jpg

@Sorath: Your image looks great!

genaf1
05-06-2009, 08:45 AM
Thanks Jeremy for challenge.
Thanks Dan Konieczka and Juan Carlos Silva for your modeling.
This is my light setup.

elvis75k
05-06-2009, 09:30 AM
Sorath, thanks to put that cat outside the window.. aiming at the rat's treasure, great start!

tuffmutt1
05-06-2009, 10:29 AM
woha, elvis you're tha presley!!! nice shading!

so.. i'm in, with an light mood rendering, ..everything lambert shaded.. just lighttesting for the moment. heavy repainted in photoshop to get an imagination how it should look like.

http://www.resurrexion.org/images/The_Kings_Treasure_08_mood1.jpg

cheers
Bastian :beer:

wow! amazing start....just need textures i think... very nice....:)

Yazan
05-06-2009, 10:49 AM
Wanted to try out some stuff in modo 401. Not sure If I'll be able to finish it but its a start. Blocked the BG lighting first, I wanted a darker mood for the BG.

http://www.9bstudios.com/modo40x/KingsTreasureBG.png

I did some simple materials for the items but if I go further it needs a lot of texturing work.

http://www.9bstudios.com/modo40x/KingsTreasure.png

It'll be a bit tough getting good looking gems in low light, our eyes are used to sparkly gems due to the studio light up or even the jewelry store lighting, so an old castle with candle light will be hard to stack up!

Yazan

igorvfx
05-06-2009, 01:00 PM
Wow nice challenge!
I will participate! It will be my first challenge!
Good works!

Thanksss!!

Bubbaloo
05-06-2009, 03:58 PM
Here is my first go at it. Still lots to do!
http://i186.photobucket.com/albums/x267/Bubbaloo1974/0008.png

psycosven
05-06-2009, 06:01 PM
No where near done, but it is a start.. :beer:

http://i375.photobucket.com/albums/oo193/dak_mars/01.jpg

jeremybirn
05-06-2009, 06:43 PM
psycosven - Good start. Maybe if you make the table brighter and more reflective you'll be able to see the lighting on it better as you work. Keep going!

Bubbaloo - Good start, keep going!

Yazan - Good start with the BG. The diamonds have a nice look! I agree the bright jewels aren't integrated with the scene lighting yet, maybe you need to put a lantern or beam of light into your lighting design if you're going for a bright look on the jewelry. Those diamonds really do look diamond-like, so you're on the right track once you figure out how to sell it.

genaf1 - That's great! Nice plan for the lighting. You've got 2 things that don't read clearly. One is the tangency between the middle-post in the windows and the tall round object on the table. When they line-up too perfectly, they don't stand out well in the composition. The otehr is the back of the chair, which is disappearing against the background. Probably a camera move could fix both these things. Right now, the right third of the shot is fairly empty, you might move the camera in as you fix the problems.

rmejia - Good start! If you lit it from the side more you might get more shaping and shadows. The composition is be fine, especially if the left side and corners will be darker than that in the final lighting.

NAYAK33 - Nice start on the challenge. I think some glass is missing in the tall background object. Maybe the lighting could have more directionality, with a bright side and a dark, shadowy side, and more environment reflections?

divanovic - Good start! The shadow direction doesn't seem to match the light direction, and it looks somehow blurred over. I hope you can get the lighting to be more simple and solid-looking, perhaps using fewer lights and less post-processing? Keep going!

Sorath - That's terrific! Great start, great concept for the scene! I think the blue light from the window could hit the table a bit more, and that could give you nice shadows or nice dark reflections of the pearls and other left-side objects cast onto the table-top.

-jeremy

jeremybirn
05-06-2009, 07:36 PM
Thanks for arctor we now have a Houdini .BGEO format file available on the download page.

-jeremy

Kiralj3d
05-06-2009, 09:34 PM
Hi all...
I apply my final work of The King's Treasure challenge!

Software used: 3ds max, vray, photoshop, fume fx

Comments and critics are welcome.

http://img204.imageshack.us/img204/3223/thekingstreasure1.jpg

Hope you all like it.

- Vjekoslav Kiralj

Cheers


EDIT: Will continue working on this one a bit more...

koberko
05-06-2009, 09:42 PM
@Kiralj3d:
:bowdown:Great work Vjeko... Well... great work as usual. I will be really surprised if you failed to make great rend! Best luck! I hope that you will win! :beer:

Orbitstuff
05-07-2009, 12:20 AM
http://cid-a7ea9daa7e99a717.skydrive.live.com/self.aspx/Public/Carrara.jpg
http://cid-a7ea9daa7e99a717.skydrive.live.com/self.aspx/Public/Kings2.jpg

Hi all, first image is rendered in Carrara 7 Pro & the second done in Vue 7 Infinite.
I feel more familar with Carrara's materials & ironically more familiar with Vue's lighting, so I will continue with both as should help me learn.

Cheers,

Robbie

divanovic
05-07-2009, 12:22 AM
thanks for the comments Jeremy, I overdid it with sky lights and the sun dominance was lost...
here's an update, no ps work, maya2008 & mr

great progress everyone, keep it coming!
cheers

BlenderFan
05-07-2009, 03:13 AM
Wonderful to be back for another challenge and hang around with so many talented artists.

This is the first draft of the image, with no GI or the like yet, just Sunsky in Yafaray exported from Blender. I'm aiming for a late afternoon feeling, and I may add some volume light eventually. Love to hear what you have to say. It's rendering in about ten seconds atm.

http://farm4.static.flickr.com/3544/3506640371_6407d2f4b3_o.png

brookselliott
05-07-2009, 03:38 AM
Excellent modeling and scene work for #19
Here's my WIP Blendered

http://www.flickr.com/photos/8011986@N02/3508702869/sizes/o/HighRes (http://www.flickr.com/photos/8011986@N02/3508702869/sizes/o/)

http://farm4.static.flickr.com/3603/3508702869_1daa1ed9dd.jpg

eduroam
05-07-2009, 05:45 AM
This is my Test Lighting.. No material yet, but i am working on it.

I try to simulate a day light, with cool color.

http://www.3dsquash.com/lighting/treasure/preLighting.jpg
(http://www.3dsquash.com/lighting/treasure/preLighting.jpg)

shahabsy
05-07-2009, 08:44 AM
hey everyone, very nice renders are here and very soon. :) (as the scene is a little tough to light and render this time)

Sorath - I really like the mood of ur scene. very well done.

Kiralj3d - Your scene is really nice. i like the fire effect :) but i think overall your scene is a little shiny. and in my personal opinion "the King's Treasure" plate is an extra addition.

I have not start working on this scene but very soon I will be joining you guys.

regards,
Shahab.

Kiralj3d
05-07-2009, 09:14 AM
@Sorath: I really love you'r feeling in the picture, the lighting is great!, it looks... mythical :), but too bad it has no textures, and the whole scene is kinda flat imho, probably because of no textures and all...

@ Shahabsy: Hi man, and thank you for your kind reply :)
speaking of the "shiny" part... I got a few "complaints" that it has maybe too many those sparkly effects in it... but I love it that way... it's my point of view on how it should look like :)
and yeah.. I like the fire effect to :)

desaicx
05-07-2009, 09:43 AM
http://img259.imageshack.us/my.php?image=ligtz.jpghttp://img259.imageshack.us/img259/4162/ligtz.jpg

Hello everyone

This is the first take for this challenge.

Right now I'm doing basic lighting setup by using lamber setting.

I will only use raytracing shadow without FG,and GI.

Thank you.

dangerg31
05-07-2009, 11:08 AM
Hey

New to CG talk....started working on the room.....

Will post my advances periodically....

Cheers,

Danny

atilla
05-07-2009, 11:46 AM
wow nice challenge again :) ty jeremy.all works are great guys.

'Kiralj3d' very nice work :) currently my favorite is you heheh.but the scene of the objects are very bright.im workin on.I'll send in a short time :)ty all

Bubbaloo
05-07-2009, 03:15 PM
Just a little material test... This won't be my final viewpoint. Notice how the 3ds file had some gems missing/misplaced from the ring?
http://i186.photobucket.com/albums/x267/Bubbaloo1974/0010.png

Voigg
05-07-2009, 03:48 PM
Here's my first WIP.
http://i146.photobucket.com/albums/r250/Voigg/KingsTreasure2.jpg

raylistic
05-07-2009, 06:07 PM
@Bubbaloo: Nice! Did you achieve the glittering effect on the diamonds using ray-tracing?

neonbulbs
05-07-2009, 06:08 PM
arrggghhh you guys are awesome!! great challenge...I'm behind again. A lot of entries I see. Hope to be able to finish on time.

@Kiralj3d : your lighting is very nice. great mood by the way..

I gotta catchup on this thing...

happy lighting guys hope to see more of them coming...

Bubbaloo
05-07-2009, 06:12 PM
@Bubbaloo: Nice! Did you achieve the glittering effect on the diamonds using ray-tracing?

Thanks! I'm using Maxwell. It's an unbiased renderer... (Spectral dispersion...)

volumelight
05-07-2009, 08:22 PM
nice shot bubbaloo

Bubbaloo
05-07-2009, 08:44 PM
nice shot bubbaloo

Thanks, VL!

brookselliott
05-07-2009, 09:45 PM
Another updated WIP with volume lighting and additional sword.
HighRes (http://www.flickr.com/photos/8011986@N02/3511531674/sizes/o/)

http://farm4.static.flickr.com/3405/3511531674_137e2c259e.jpg

MrWeeeee
05-08-2009, 01:11 AM
Hey guys and gals, this is my first challenge and looking forward to more. At any rate, here is my lighting test.

Thanks!

neonbulbs
05-08-2009, 01:43 AM
Hi guys, after a quick look of the scene I decided to block the scene up with couple of lights and try to get the basic mood of the overall theme. The theme that I want to come up is a door opening where rays of lights hits the treasure part as the main focus.

And here's the first WIP :

http://i171.photobucket.com/albums/u286/neonbulbs247/WIP/Treasure_WIP_01.jpg


So C&C are needed from you guys...

Thanks and cheers

raylistic
05-08-2009, 05:58 AM
neonbulbs: good start donny. :) all the best.

thablanchh
05-08-2009, 10:47 AM
Here is my little test.. going for the classic yellow/blue approach, soft look, as meterials will bring crispness.

AquaGeneral
05-08-2009, 12:23 PM
I just received my copy of Digital Lighting and Rendering a few days ago, it's a fantastic book. I still have a heap to learn, this is my first attempt at photorealism.

http://dl.getdropbox.com/u/900723/CGSociety/WIP19.jpg
http://dl.getdropbox.com/u/900723/CGSociety/WIP21.jpg

Rendered in Cinema 4D R11 (Advanced Render 3).

Bubbaloo
05-08-2009, 01:10 PM
I didn't have time to do much work on this yesterday, but here is an update rendered overnight. I did sort out the missing / misplaced gems. The 3ds file, when brought into Max makes this happen. Tip: if you're using Max, import the obj file, not the 3ds...

http://i186.photobucket.com/albums/x267/Bubbaloo1974/0012.png

jojo1975
05-08-2009, 01:24 PM
I've made two FBX files (i dont' know why but the table cloth could not be incorportated in the first one.. if anyone is interested let me know :)

yassein
05-08-2009, 01:49 PM
hi all
this is my first test
http://www.maxforums.net/uploaded/7394/1241789815.jpg
http://www.maxforums.net/uploaded/7394/1241792013.jpg

thablanchh
05-08-2009, 02:38 PM
Here is my test..
I wanted the metals to look a little bumped, not to perfect, as they were probably hammered to get their shape..

http://s689.photobucket.com/albums/vv257/thablanchh/KingsTreasureTest.jpg

jeremybirn
05-08-2009, 02:50 PM
jojo1975 - Good start with the camera, hard to tell about lights yet. Shadows seem missing in some places, off-direction in others. I guess they'll be softer if it's going to be candle light? That tall bong or whatever it is in the upper left might need a special kick from the window or some reflection of the candles or something.

Bubbaloo - Sorry to hear that about the .3DS. (PolyTrans can export .3DS, it can't export to Max except if you have a copy of Max and the right plug-in.) Your gems are looking great. The reflections will probably get better when you have more mapping on the environment and larger surfaces like the table. I like the facets in the diamonds. The big red gem is looking strange from the arc of light highlights, it almost looks like low-polygon shading instead of gem facets when they line-up that way. Some displacement on the coin in the foreground could really bring out that pattern.

AquaGeneral - Welcome! Good start exploring the camera angles. Keep going!

thablanchh - Good start, it might need more contrast, but keep going and judge it once you have all the reflections and highlights in there.

neonbulbs - Terrific! I love what you're starting with. The tabletop is getting a little lost to me, hitting the same deep blue as the background; I hope you can give a little more solid presence to the tabletop. I like the idea of a door opening, that idea could be expressed more clearly with the light. Having all the glints come from the left and the darkness on some of the background gives a nice luster to the metals. Keep going!

MrWeeeee - Good start. Nice basic composition. There seems to be an extra light in there, something that might not be shadowing correctly that adds too much light to some of the shadow areas. Go through one at a time and make sure you love all the shadows and that you couldn't work with fewer lights.

brookselliott - That's great, your scene keeps getting richer with the textures. It's starting to look a bit washed-out and ambient-lit, and that was true even before the fog, just from the shadow tones not going very dark. See if you can reign-in the lighting so you maintain some nice contrast.

Voigg - Good start, keep going!

PETER3D - Great start! That looks like it'll really be great! You might be able to add more of the warm light to parts of the foreground. Maybe boost the kicks you've got, and maybe add some warm rims and highlights once the materials are reflective?

eduroam - Nice solid start! Keep going!

BlenderFan - Good start! I hope you do something to make it all interesting, when we are that far from the jewelry, but I'll reserve judgement until you've fleshed it out a bit more.

divanovic - That's great blocking, great start on the light. Keep going with materials & reflections!

Orbitstuff - Good starts on both of them. They both look very flatly, uniformly lit. See if you can work on getting a clear direction to the light, and some nice contrast and shadows.

Kiralj3d - That's terrific! Great image! Your image is further along than any before it, so I'll try to catch up with a lot of feedback! The shadows of the coins are interesting. I don't know how the shadows got brighter than the rest of the table-top, but the shadows of the nearest coins look like a bright red, brighter than the dark red of the table. With two warm light sources clearly visible in the shot, the candle and the torch, it seems as if we could get more directionality in the lighting on the table-top objects. Maybe objects like the stack of coins near the candle, and the crown, could be lit mostly from the sides, with a darker core? Having that plate on the left edge of frame brighter than both the flames takes away from the impression that the scene is fire-lit or candle-lit. The moon is a terrific element in the scene, perhaps that cool blue tone could be a light source illuminating other objects? If the objects positioned below the moon had a darker core, then a kick of the cool blue from the moon, or a reflection of the moon, could really help tie the elements together. A blue rim from the moon on the side of the candle would be great. Your materials and textures look good overall, but the glass around the base of the candle is getting lost, so it looks more like three posts than like glass. The wall looks very flat, it could use some displacement, or at least shadows of the rocks where they are near a flame. That cloth bag has a texture seam down the front, but as you work on the lighting the front of the bag might be hidden in darkness anyway, so that might not matter. The coins could use some displacement to really bring out the pattern on their face.

-jeremy

Kiralj3d
05-08-2009, 02:53 PM
Hi all...

I've considered your advice jeremybirn.... I will continue working on my picture... so the work I posted... is NOT final :)

thanks for your reply, I will for sure add those displacements and stuff...

we will see how it will came out :)


thank you!!

Vjekoslav Kiralj

shahabsy
05-08-2009, 02:55 PM
hey Bubbaloo, i really like the shading. depth looks like natural camera effect .
can u please explain the diamond shading a little. would be a great help. :)

regards,
Shahab.

BlenderFan
05-08-2009, 05:38 PM
@JeremyBirn: You are absolutely right about the visibility of the jewels. I have reoriented the table and the chair so that the "loot" is more visible. In my next render the problem will be solved. Thanks.

Cheers and God bless.

jeremybirn
05-08-2009, 08:34 PM
For the two people who posted while I was typing the last one... :)

thablanchh - Great start! I like the hammered metal plate. Keep going with the shading, and try to block in some lights.

yassein - Good start! I like the reflected caustics in those tests! Keep going!

-jeremy

BlenderFan
05-08-2009, 08:51 PM
I moved the table as I said I would, and I'm now also using some GI. The light filtering through the wall chinks is caused by having a particular setting set too low (can't remember what it is at the moment), and I will amp up that setting's quality in final renders.

Right now I'm debating whether the frontal or back light is better. I have attached two versions, and I would like you guys' opinions on which you like better. I'm leaning toward the back light, but I would appreciate a second opinion.

Materials are done, and I will start texturing next.

Done using Blender and Yafaray.

Cheers and God bless.

Backlight
http://farm4.static.flickr.com/3575/3513969778_2dcfea5ffc_o.jpg

Front Light
http://farm4.static.flickr.com/3549/3513161613_c2f1f997e5_o.jpg

RazorJack
05-08-2009, 11:10 PM
and here is my first lighting and shader test
http://forums.cgsociety.org/attachment.php?attachmentid=142001&stc=1

realgray
05-09-2009, 12:54 AM
Hi all! Here is my first test.

http://i655.photobucket.com/albums/uu277/realgray/test3.jpg

The contrast is a little high and I have some more work to do on the textures and gems.
Crits and tips welcome!

Butsa
05-09-2009, 02:32 AM
http://img253.imageshack.us/img253/3497/start.tif

first i want to say great job everyone some very nice renders here

this is my first setup
i've changed some shaders and created light setup
next i will add some displacement textures to metals and tweak the lighting a bit

every comment is more than welcome

oh and @divanovic super izgleda matori :thumbsup:

Marko

atilla
05-09-2009, 05:34 AM
this is from me :)
http://img5.imageshack.us/img5/7834/kingqjm.jpg

AquaGeneral
05-09-2009, 06:40 AM
I have been tweaking the materials and adding in some other lights. Thanks for the support Jeremy :)

http://dl.getdropbox.com/u/900723/CGSociety/WIP29.jpg

phil-w8
05-09-2009, 07:12 AM
@attila: Very nice scene !!! :D

I didn't manage to work on the scene yet, i've been very busy at work this week.
i'll try and come up with something on the week-end.

yassein
05-09-2009, 01:49 PM
yassein - Good start! I like the reflected caustics in those tests! Keep going! -jeremy
thanks jeremy :)
i `ve problem with mia x material
when the ior any number like 1.2 , 1.3 or Even 1.5 to give the real glass look
it s turn material to black
like this example even with haigh refraction and dipth value
am i do something wrong ?
http://www.maxforums.net/uploaded/7394/1241876887.jpg

Orbitstuff
05-09-2009, 02:20 PM
Update to Vue radiosity render. Need more tweaks to all gem mat's, but a better image than my first attempts.

Link: http://cid-a7ea9daa7e99a717.skydrive.live.com/self.aspx/Public/Vue%20scene.jpg

ndr87
05-09-2009, 03:13 PM
Here is my version of the scene :) Suggestions on improvements are appreciated!

http://i401.photobucket.com/albums/pp92/ndr87/Royal_Treasure_6.jpg

Kiralj3d
05-09-2009, 04:16 PM
@nrd87: I love the reflection on the coins and that volume light... nice work!

elvis75k
05-09-2009, 07:21 PM
@nrd87: nice and good RobinHoodesque brightness and contrast on the treasure and overall look. Rise the coneangle of the volume light (it looks like some aliens are taking away the crown with their elevetor beam lol).. . cheers

jeremybirn
05-10-2009, 12:01 AM
ndr87 - The fog light with the snow or dust in it is great! Maybe the lighting on the table could consist mostly of that blue light that came through those windows, and be darker in the shadow areas? If you really focused on getting that window light working on the objects, then all you'd need would be some warmer fill from whatever is on within the room, and you could get some really rich shading and shadows and nice contrast out of the scene.

yassein - That sounds like a trace depth problem. Make sure you have enough refraction steps and total trace depth in the render settings, and also in the shader. Most of the scene has a very bright ambient tone, I hope you can reduce that and focus the light selectively.

AquaGeneral - Keep going! The lighting looks very flat and uniform now, I hope you can pick a light source and depict the light coming from there.

atilla - Good start. The scene is very light, even in the shadows. Maybe you could tone down the fill light, or use some occlusion or secondary shadowing to keep the whole scene from looking washed-out?

Butsa - Good start. Maybe you could choose a key light location, such as light coming through those windows on the side, and get some nice illumination coming from there onto the subjects, with nice shaping on surfaces like the crown, and shadows where that light is blocked.

realgray - Welcome! That's a good start. Much of the scene looks overexposed and white. Maybe you could choose a key light location, such as light coming through some windows, or light from a torch, get some nice illumination coming from there, and then make sure you have nothing but shadows and darkness where that light is blocked.

RazorJack - Welcome! That's a good start with materials, shaders. For lighting, you need to choose a key light direction, some kind of a main light source such as light coming through some windows, or light from a torch, get some nice illumination coming from there, and then make sure you have shadows and darker areas where that light is blocked.

BlenderFan - I think you have too many lights, or too much GI, to get good contrast. Why don't you delete all the lights, and start over with just 1 light and no GI? You could start by back-lighting the scene through the windows, but make sure the light actually hits the objects not just the floor, and check the shadows to make sure you don't have any light leaks in the corners. You might need to push the camera in closer or zoom in if you want to get a good look at what's on the table.

-jeremy

ndr87
05-10-2009, 02:15 AM
I have followed the suggestions and really like the new mood for the scene. Thanks for the help! Any suggestions for further improvement are always appreciated :)

http://i401.photobucket.com/albums/pp92/ndr87/Royal_Treasure_Final1.jpg

jeremybirn
05-10-2009, 03:54 AM
ndr87 -

Your scene gets better and better!

Something I'm confused about is the shadow on the table. The blue light on the table doesn't seem to have shadows shaped like the windows, it has some other shapes, as if it were a shadow of a curved arc and some vertical lines?

Another issue that could help tie the scene together better is that the reflections don't seem to match the light sources. You have a blue light from the left, and a warm light from the right. The reflections, though, don't seem to show these two light sources, and instead seem to have a bright white rectangle a little to the left of the camera. The more you could get the reflections and highlights to all tell the same story and reinforce each-other, the better.

-jeremy

sivaavatar2009
05-10-2009, 05:22 AM
hi i am in now

brookselliott
05-10-2009, 07:34 AM
Another view update with ambient occlusion, volume lighting, and sky background
http://farm4.static.flickr.com/3306/3517196747_82cd6ae4b3.jpg

HighRes (http://www.flickr.com/photos/8011986@N02/3517196747/sizes/o/)

RazorJack
05-10-2009, 08:08 AM
RazorJack - Welcome! That's a good start with materials, shaders. For lighting, you need to choose a key light direction, some kind of a main light source such as light coming through some windows, or light from a torch, get some nice illumination coming from there, and then make sure you have shadows and darker areas where that light is blocked.

10x :)
so this is my next attempt

http://forums.cgsociety.org/attachment.php?attachmentid=142047&stc=1

I cheated a little bit with the lighting ... i have 3 lights at the same place that simulate the sun. One directional light with no shadows to get the nice highlight on the coins and also to get some reflective caustics from the gold, one vraylight for the actual lighting, and another directional light towards the back windows to get volumetric effect.

rmejia
05-10-2009, 03:06 PM
Still working on it, comments, crits or any suggestion is welcome:
http://dl.getdropbox.com/u/93640/Forums/CGTalk/Lighting%20Challenges/19%20King%27s%20Treasure/2.jpg

@ndr87: I like how yours is looking, nice work.

jeremybirn
05-10-2009, 05:31 PM
rmejia - Good start overall! I think the light is too frontal, if you pushed it to the side or back more (or anything further from the camera angle) you could get more variety and shaping in the scene. Keep working on the materials, right now the money bag looks more shiney than the coins or jewels.

RazorJack - Great, that's a lot better. The idea of having a bright light in your scene that doesn't cast a shadow isn't really working. I think you could delete that one, because you don't want bright highlights on the coins where they are under the tray, etc. If all the light directly hitting the tabletop is supposed to come from some windows, then it would be great to see the shape and direction of the windows clearly indicated with the lighting, shadows and reflections. If you want more highlights, put some other bright spots into the environment around the set, and let the raytraced reflections pick those up as appropriate.

brookselliott - That's looking good. Nice rich materials and textures. I think the lighting is a little uniform and washed-out. The reflections could be a part of that. Compare the right side of the cloth sack with its reflection in the tray. The right side of the sack is appropriately dark, but the reflection shows bright cloth. Maybe you have trace depth problems stopping the shadows from appearing in reflections, maybe it's an issue with a breakdown into passes, but see if you can debug that and get a nice range from brights to darks into your reflections.

-jeremy

mskang3886
05-10-2009, 07:19 PM
http://img90.imageshack.us/img90/6849/upload01.jpg (http://img90.imageshack.us/my.php?image=upload01.jpg)
[URL=http://g.imageshack.us/img90/upload01.jpg/1/]http://img90.imageshack.us/img90/upload01.jpg/1/w2208.png

my first post here .. hope everyone will like it !

mskang3886
05-10-2009, 07:28 PM
http://img90.imageshack.us/img90/6849/upload01.jpg (http://img90.imageshack.us/my.php?image=upload01.jpg)
http://img90.imageshack.us/img90/upload01.jpg/1/w2208.png (http://g.imageshack.us/img90/upload01.jpg/1/)

hope everyone will like my first post on this community

mskang3886
05-10-2009, 07:32 PM
hi all,
i like everyones work

mskang3886
05-10-2009, 07:38 PM
looks nice

Kiralj3d
05-10-2009, 07:40 PM
Hi all

After doing some changes in my scene, after taking some advices from some people, and main advice from jeremybirn, I've finished (again :D) my work for this contest,
so this is my final work...

Software used: 3ds Max, Photoshop, V-ray, FumeFX, DOF Pro
Render time: about 1 hour
I rendered about 15 different passes, composited them all in photoshop, and voila! :)

http://img22.imageshack.us/img22/9872/thekingstreasure2.jpg

I hope you all like it...

-Vjekoslav Kiralj

vamsiprakash
05-10-2009, 09:58 PM
http://i595.photobucket.com/albums/tt40/vamsi008008/1.jpg


ha its my second render pls tell your suggestions and comments

ndr87
05-10-2009, 11:24 PM
ndr87 -

Your scene gets better and better!

Something I'm confused about is the shadow on the table. The blue light on the table doesn't seem to have shadows shaped like the windows, it has some other shapes, as if it were a shadow of a curved arc and some vertical lines?

Another issue that could help tie the scene together better is that the reflections don't seem to match the light sources. You have a blue light from the left, and a warm light from the right. The reflections, though, don't seem to show these two light sources, and instead seem to have a bright white rectangle a little to the left of the camera. The more you could get the reflections and highlights to all tell the same story and reinforce each-other, the better.

-jeremy

Thank you Jeremy. I see what you mean about the shadows, they're meant to be shadows of trees from right outside the window. It does look odd though, combined with the fact that it looks like the shadow from the stone divider between the windows should be on the table, but in reality there's enough distance between the wall and table that the shadow is falling across the floor and barely onto the back corner. I checked once you mentioned it because I thought that maybe the light might not be casting shadows at all lol, turns out to just be the misleading camera angle. I'm not sure if I should get rid of the tree shadows or just change them somehow, because it DOES look odd!

I was wondering though what might be the best way to get the reflections to match up better? At the moment I'm using an hdr image sphere connected to the reflected color of the objects. And of course it isn't much of a match for the lighting in the scene, as you pointed out it has a lot of white lighting instead of the blue and orange. Should I be somehow making an hdr image sphere of my scene and using that instead? Thanks very much for your help!

-Nick

eduroam
05-11-2009, 12:23 AM
This is my Test material, is very rough, no anti-alising yet, and I still have to work in the specular of every jewels.

http://www.3dsquash.com/lighting/treasure/preMaterials.jpg

Atte
Eduardo

reygerali
05-11-2009, 03:45 AM
Hi all my entry still on the wip..hope you can give some tips.

http://s177.photobucket.com/albums/w218/reygerali/Renders/TheKingsTreasure_010000.jpg

Waters
05-11-2009, 08:12 AM
Trying my hand at this one. Here's my first render:

http://i696.photobucket.com/albums/vv322/mwaters_bucket/Matt_Waters_Kings_Treasure.jpg

neonbulbs
05-11-2009, 08:15 AM
Hi guys,

Nice renders from all of you so far. This challenge keeps better and better.

@raylistic : Thanks bro..I'll try my best. Waiting for your image to show up in this challenge..

@kiralj3d : Wow!! Awesome, love the theme and the way you brought up the lighting together. I like the crown, the gold sack and the background. Feels mix together

@ndr87 : That's a cool lighting. Love the way the volumic light hitting where treasure is supposed to be...

@jeremy : Thanks for the comment Jeremy, I try to working on it step by step. :D


After some few tweakings and quite long render time (my old laptop was spitting blood tried to render all the passes). I've managed to focus on the Foreground element first. Some shaders still need more improvement. Bacground is totally forgotten by now. Rendered them in separate passes, do some comping and color correction.

http://i171.photobucket.com/albums/u286/neonbulbs247/WIP/Treasure_WIP_021.jpg


I still looking the perfect match for the background mood to balance the foreground. Maybe you guys can enlight me on this one :D . The next plan also putting a proper depth of field to make the image better in terms of perspective.

Critics and comments are needed...

Thanks and cheers...

jacqu
05-11-2009, 09:56 AM
Hi guys!
Many beautiful renderings!
neonbulbs:Nice texture and render!Good work!
Waters:It's an unique view of render !keep moving!
reygerali:Nice sence! I like the diamond and the mental!vamsiprakash: Nice start! But i think you could make your key light more visible to "lighting" your sence!
Kiralj3d: Great work,Dude!I love your picture!

Here is my first render, just set up the lighting!
http://img17.imageshack.us/img17/5583/aaaacopyc.jpg

hexygen
05-11-2009, 10:42 AM
Hi Jeremy and everybody,
Just wanted to mention I'm really enjoying looking at these challenges and am learning a lot from them.
So far I haven't had the time to participate (final term at VFS...) but hopefully soon... Maybe even next month :)

Anyway, thanks for keeping it up and taking the time to comment on the entries.
Good luck to all the participants!

sivaavatar2009
05-11-2009, 11:01 AM
http://i568.photobucket.com/albums/ss125/sivaavatar2009/siva1.jpg

My first render

Kiralj3d
05-11-2009, 11:11 AM
jacqu (http://forums.cgsociety.org/member.php?u=47482): I love the feeling in your render, lighting is cool!, but materials need more work, maybe the light is a bit too strong.... but that's just my style how things need to look


cheers

- Vjekoslav Kiralj

igorvfx
05-11-2009, 02:34 PM
My first test.. Lights
http://www.igorvfx.com/forum/king/test1.jpg

kanooshka
05-11-2009, 03:05 PM
Hey everyone,

I'm glad you all seem to like the models. My apologies for any issues you may be running into with normals, this was my first time providing models, so it's a learning experience for me as well. No attempt to post yet but here's some feedback!

rmejia: Great job so far, I like the creativity with the textures. You may want to think about moving your main light source a little. A lot of the models lack shaping, in particular the pearls look like nearly 100% white circles.

Kiralj3d: Fantastic! I love what you've done with the scene and the stacked coins are a nice touch. I feel as if the directionality of the warm light, mainly on the coin bag, does not tell the same story as the torch behind it. Maybe just adding a rim or kick light would be enough to bring these elements together. Also, the chair on the right seems to get lost in some areas. You may want to add some rims from the torch.

vamsiprakash: Good start. The lighting looks fairly uniform, flattening out the image. You may want to start with one light source and try for some nice directionality and contrast.

ndr87: Hey there, Nice image. Is there a reason you're not using raytraced reflections from inside the scene? HDR images work the best when the colors and light source locations match those in the scene, especially when used with highly reflective surfaces. However, you could try to tint your HDR map with orange and blues in the correct areas to make the HDR map match your environment.

eduroam: Welcome! So far your scene is looking fairly flat, try starting with one light source to achieve some directionality.

reygerali: Awesome! Very nice job on your materials. Some models seem to be faceted, for example the ring in front, the string holding the tapestries in back, the tall vase in back and the ring with the 3 gems sorrounding the large center gem. I'd like to see some more transparency in the gems.

Waters: Welcome, Nice concept! You're going to need a large amount of detail with a closeup of the gem. Reflections will be very important in this render, so you'll need something good to reflect!

neonbulbs: Looking better! You may want to think about moving your main light source a little bit more to the side, some of the shaping is getting lost in objects like the crown. The bag seems to have very flat shading and the light angle looks different from the crown. There seems to be a strange reflection on the sword's sheath below the yellow gem in the crown, I'm not sure what that's from.

jacqu: Great! I really like the mood you've set with the light angle and softness. The bow on the coin bag looks very faceted, you may want to smooth that obect. I look forward to more materials!

sivaavatar2009: Welcome! Keep going with this, try to get some directionality with your lighting and less ambiently lit.

igorvfx: Good start =)

Cheers!
Dan

SagiCZ
05-11-2009, 07:01 PM
this is my first test of basic lighting... isnt it too flat? .. there are no directional lights.. only sun and the sun brings only FG light into scene..

materials are bad :(

http://i43.tinypic.com/acpkqu.png

aaasrhmd
05-11-2009, 09:10 PM
welcome evry one.

This is test render.


http://www.maxforums.net/uploaded/55515/1242065932.png

jeremybirn
05-11-2009, 11:39 PM
Several people are having problems with washed-out renderings. Let's talk about what could be going wrong...

Some people might be trying to use environment maps, HDRI, IBL, etc. to "help" their reflections, even though there's already a room and some windows surrounding the scene. Environment maps and HDR probes are not going to look as realistic as true raytraced reflections of the room. If you want the jewelry to reflect something more bright, then put something bright outside some of the windows, or add some light sources (lamps, torches, candles, etc.) within the room. HDR is not going to be a good enough substitute for real reflections in a scene like this.

Some scenes may have trace depth limitations stopping reflections and refractions from transmitting light all the way through their gems. Diamonds depend on many bounces of internal reflections and refractions. If you have limited trace depth, you will get some black in the refraction. Maybe some people are adding more lights, making their lights too bright, or adding lights that don't cast shadows, in an attempt to work around this problem. Really, you need to adjust your shaders and render settings to allow enough bounces to get all the way through the gems.

Some other people may be jumping into global illumination or fog effects that wash-out the scene, and those effects just need to be turned off in order to see more natural lighting.

If you have a washed-out scene, the best fix is to render with just one light, your key light. Your key light should come from somewhere. It could be a window, or a light source inside the room such as a torch. The light should come from there, and when you look at the illumination from that light you should be able to see where it comes from. Make sure you've hidden or deleted any other lights in the scene, and test-render with just the key light. Make sure it casts nice dark shadows, the shadows could go completely black since there are no fill or bounce lights in the scene. See how well, how clearly, you can light all the important models with just one light. If the light were too frontal (light angle too similar to the camera angle) then objects would look flat, so make the light come from a side or above to get some nice shaping (you should see gradients from light to dark running across curved surfaces.) After you're sure you've got a good key light and good shadows, then add some fill or bounce lights as needed, but make sure they shadow properly and aren't so bright that they compete with the key.

-jeremy

yassein
05-12-2009, 01:38 AM
yassein - That sounds like a trace depth problem. Make sure you have enough refraction steps and total trace depth in the render settings, and also in the shader. Most of the scene has a very bright ambient tone, I hope you can reduce that and focus the light selectively.
yup
i solve the problem :)
the problem was connection between ramp in the color of transparency
thank you
now i make it more Simply
jast a little touch of night lighting
i think may some fog will be nice !!
i hope you like it
and waiting for feedback :deal: :thumbsup:
http://www.maxforums.net/uploaded/7394/1242091391.jpg

brookselliott
05-12-2009, 02:44 AM
I found out my problem was just what Jeremy mentioned; it was a major difference in reflection levels between mirrored materials and all other materials. At least in Blender material reflection levels need to be very similar for mirrored and non-mirrored materials or mirrored reflections will be much brighter than other materials and cause a washed out look since there are so many objects with mirrored materials.

I've also been using some non visually motivated light sources like fireplace light that can't be seen and am not sure if this is the right way to go. And I am starting to use a few negative light sources which I think help.

Dan Konieczka and Juan Carlos Silva. Great model by the way. Sure appreciate all the hard work and talent that went into making the scene.

eduroam
05-12-2009, 07:38 AM
Thanks kanooshka (http://forums.cgsociety.org/member.php?u=212966) for you comments.. and I saw the last post for Jeremy. Then I try to fix some light, shadow ,etc.

Sorry.. I removed my image because i want to try something different, i think that my last image are still flat, and i will to try changed that.

I hope to show my preview today or tomorrow.

Thanks.
Atte
Eduardo

Waters
05-12-2009, 08:12 AM
jaqcu - Thanks, awesome lighting man. Really moody.

mskang3886
05-12-2009, 08:39 AM
looks nice !

RazorJack
05-12-2009, 10:32 AM
http://forums.cgsociety.org/attachment.php?attachmentid=142131&stc=1

thablanchh
05-12-2009, 11:43 AM
Little rework.. A bit more sparkles, and overall a little brighter.. trying not loosing the smoothness..


http://s689.photobucket.com/albums/vv257/thablanchh/KT02.jpg

genaf1
05-12-2009, 02:19 PM
Thanks Jeremy for your comments.
This is my second update. Continue to research for camera possition, composition and shading/texturing of some objects.
http://genaration.ru/lc19_test1.jpg

Buca
05-12-2009, 02:23 PM
Caustic test...
http://img222.imageshack.us/img222/8274/caustic01.jpg

mskang3886
05-12-2009, 03:11 PM
http://img89.imageshack.us/img89/5950/upload02.jpg (http://img89.imageshack.us/my.php?image=upload02.jpg)


hope everyone will like my first attempt on this community

thank you

kushagra
05-12-2009, 07:42 PM
..looks great...count me in ... :)

brookselliott
05-12-2009, 11:25 PM
genaf1 - I really like your take on the scene. I know its a WIP but a Couple of things I noticed were that the walls around the windows aren't thick enough for a castle (this is a scene problem) and your table cloth texture isn't to scale but other than that I think your camera view, composition and lighting choices are an excellent artistic take on challenge #19.

jeremybirn
05-12-2009, 11:48 PM
mskang3886 - That's off to a good start! Some surfaces are looking very flat and uniformly lit. If you look at a velvet surface in a photograph, then especially for curved surfaces, you see a lot of gradients running from light to dark around the curves:
http://www.pbase.com/image/21655565
http://www.flickr.com/photos/17487381@N00/282794878/
http://www.pbase.com/image/94815831
Look at the cushions under the crowns as well as the crowns themselves for examples of what I'm talking about. See if you get get rid of whichever lights are providing the flat, uniform illumination to everything, and focus on a limited number of lights that cast shadows and are positioned off to the side enough that they help create gradients in the shading of curved surfaces.

Buca - Good test! I like the caustics. The places where caustics are most visible are usually when the bounce into shadow areas. When sunlight hits something shiny, and there's a shady area nearby, that's where you see caustics most clearly. You might move your main light back away from the camera more, so more of the scene falls into shadow, and see what you can get.

genaf1 - Nice scene. I doubt that all of the walls would be equally bright like that, see if you can get some more variety, perhaps making the room darker in the corners, and making the back-lit wall that the light comes from darker? You can do more with reflectivity on your surfaces, which will add more brightness to the scene, so don't feel as if you need to flood the whole set with too much diffuse or ambient light.

thablanchh - The walls and ceiling look very flatly, uniformly lit. Find out which light is illuminating the ceiling and see if you can make nice gradients, perhaps responding to the curved shape of the ceiling, perhaps getting darker in all the corners. In the foreground I think you could use darker shadows, not just under the metal tray but under the rings and coins. Maybe the light needs ot come from a lower angle just above the height of the table to help build that kind of contrast?

RazorJack - I like how the sunbeam in the background is coming in at a low angle. It looks as if the sun is setting somewhere to the left. But then in the foreground, where is all that light coming from? Why is the right side of the crown so bright, if the sun is coming from the left? If the sun is coming through windows, why is the whole table top bright edge-to-edge in the sunbeam? Couldn't the sun just hit part of the table? The shadows on the table look very light, not even as dark as the shadows you see in the fog in the background.

yassein - I'm glad if you are solding the problem. Right now the gray of the ceiling looks completly uniform, not even getting any darkers in the corners. Please read my post #112 and focus on getting your light under control and making shadows work.

aaasrhmd - Welcome, that's a nice test! Work on getting nice dark well-defined shadows, and then after you light the set see if you can get reflections of the bright parts of the set to appear in the metals and gems.

SagiCZ - Please read my post #112 and focus on getting your light under control and making shadows work. Even if you just lit everything with one light, you could make the scene look much more solid than that.

igorvfx - Welcome! Good test! Keep going with your materials, texture, and lighting!

sivaavatar2009 - Good start. See my post #112 and the feedback I gave others above about all the flat, uniform shading on the ceiling, walls, etc. Try to control you light and get nice gradients and shadows on your objects.

jacqu - Great start! Try adding shadows, keep going!

neonbulbs - Nice scene! Were there really coins like that, with off-centered engraving and part of the edge so reflective? Your key light might move back away from the camera and up a little higher. I'm having trouble figuring out what's outside each window, the one the light's coming from looks completely bright, but then the one in the background doesn't look like a sunny day.

Waters - Interesting test! For the order of developing things, it seems as if really nailing your materials, lighting and shadows first, before trying a reflected or refracted view of the scene, would make it easier to get test-renders turned around.

reygerali - Good start! With that bright light behind us, I'd expect more dark shadows cast towards the camera, and maybe more kicks of light on the sides of objects with a darker core facing the camera. It would help if you smoothed out the top of the chair and the tie on the money bag, just a polygon smooth or subdivide operation so we can't see the facets.

eduroam - Please read my post #112 and focus on getting your light under control and making shadows work. You have a good start there on materials, but the lighting is just so flat and uniform.

ndr87 - As I said in post #112, I don't think a HDR or environment map will be good enough for a scene like this. I think the objects need true raytraced reflections of their surroundings.

vamsiprakash - Good start, keep going with materials and the view out the window!

Kiralj3d - Terrific! Yours is about the best one so far! Did you find out what's making the shadows of the coins look light red?

-jeremy

Ackee
05-12-2009, 11:52 PM
Could someone please make an .ma out of the file or a file for maya 2008, for us that hasnt upgraded yet :)

EDIT: NP i solved it, somehow all the geometry had visible in reflections and refractions disabled which as you understand could pose a problem :) I thought it was my obj importer that somehow had screwed up :-)

eduroam
05-13-2009, 01:00 AM
Thanks Jeremy.. this is my new test image, i think that i fix the flat problem. There more shadow, contrast, well I think that, but you know more about this. Tell me if I going well..

Really thanks for you help :thumbsup:. There is not Jewels, because I want to resolve first the light problem, because Jewels for me is another challenge. hehe. :)

http://www.3dsquash.com/lighting/treasure/preMaterials03.jpg

Atte
Eduardo

MrWeeeee
05-13-2009, 01:59 AM
So, I feel rather silly, I wound up rendering the wrong set of coins as you will see.

I have modified the cloth portion of the crown to look a bit more like cloth and also weighted the coin bag (which you see little of from this angle), and of course the original coins exploding out of its mouth :banghead:.

At any rate, finally toying with shaders and texturing. I am however battling some artifacting in the clothy part of the crown just behind the thin ornamental pieces of the crown. Other than that, loving this competition and everyone else is looking great! Keep it up ladies and gents.

Kiralj3d
05-13-2009, 06:38 AM
@jeremy: yep, it's the caustics :), so it's just light bounce on that part, not shadow.
and thanks on your comment :)

Cheers

- Vjekoslav Kiralj

SkonytHenry
05-13-2009, 12:29 PM
this is my test render..hope u all like it...

http://photoserver.ws/files/in5sb9hcp73fek220k04.jpg (http://photoserver.ws/viewer.php?file=in5sb9hcp73fek220k04.jpg)

http://photoserver.ws/files/in5sb9hcp73fek220k04_thumb.jpg (http://photoserver.ws/viewer.php?file=in5sb9hcp73fek220k04.jpg)

sivaavatar2009
05-13-2009, 12:39 PM
http://i568.photobucket.com/albums/ss125/sivaavatar2009/light2.jpg


i hope every one like my work

ChrisFast
05-13-2009, 01:17 PM
Hi!
This is my first attempt in this community! It's all done in C4D R11. A couple of materials are not finished yet...

http://www.chris-fast.de/bilder/Treasure_web.jpg
http://http://www.chris-fast.de/bilder/Treasure_web.jpg

ChrisFast
05-13-2009, 02:44 PM
I'm sorry I posted this one twice...

brookselliott
05-13-2009, 05:01 PM
Another try.. I'm not getting any help with caustics in Blender's renderer so I'm going to try a YafRay version..
I tried an orange light source but I don't think it works since you can't see the fireplace..
And I am not sure if the glare filter streak effect in blender works for this?

HighRes (http://www.flickr.com/photos/8011986@N02/3528869590/sizes/o/)

http://farm4.static.flickr.com/3617/3528869590_b7e6207b98.jpg

Vlada3d
05-13-2009, 05:10 PM
Great challenge i will start with it right away. Maybe best ever.
Cheers.

davis8dd
05-13-2009, 08:03 PM
Hello everyone, I have been following the past few challenges here and look forward to participating! I know very little image/photograph composition theory, and appreciate any comments you might have.

So far I have been testing materials, and will show my progress once I figure out how to post images. I am using Blender 2.48a and Luxrender v06_RC2.

kanooshka
05-13-2009, 08:10 PM
Hey everyone here's my first attempt! So far the only texture is the procedural on the table top. There's a little bump on pretty much everything to give everything some irregularity, but textures is the next step. My main idea was to make it look like the treasure was glowing and emitting light. Looking forward to some feedback!

http://www.dockay.com/CGTalk/LightingChallenges/TheKingsTreasure/Dan_Konieczka_Kings_Treasure_01.jpg

Phil-roberts
05-13-2009, 11:39 PM
Hi Jeremy and everyone,
Here is my first render for this challenge, lots of great work posted allready.

Cheers
Phil

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

CGLucas3D
05-13-2009, 11:41 PM
My first challenge, just a composition and light test. A lot of good works posted here..

http://i188.photobucket.com/albums/z158/11hank11/testecomp.jpg

elvis75k
05-14-2009, 01:01 AM
sivaavatar2009: love the idea of putting a candle on the scene..

brookselliott (http://forums.cgsociety.org/member.php?u=356152): breathtaking render!

kanooshka: good start.

MrWeeeee: nice towel, can't wait for the clothy crown part.

eduroam: you're getting better, but now i see 2 opposite volumetric lights in the room, what does it means?

mskang3886: nice post effect.

CGLucas3D: MAN!!

Phil-roberts: woo.. I feel like i'm watching an old 1956 movie!!

raylistic: you're right! i'm wasting time doing tests with no raytracing ..you may be wondering why.. . guess i have to change my mind! :argh:

eduroam
05-14-2009, 05:59 AM
I think that this test #4 is better than #3....

Thanks Elvis75k.. for your advise.. yeah i have to fix the fog. I'm working on it.

No jewels yet.. because I want to be fine with the light, and material like gold and silver. This challenge is really a big challenge :) but I'm learning a lot with that... This is a great scene.

This image does not have anti-alising.

http://www.3dsquash.com/lighting/treasure/preMaterials05.png

Atte
Eduardo

neonbulbs
05-14-2009, 07:17 AM
@jeremy : thanks for the feedback jeremy...will work it out soon....
@kanooshka : thanks dan. great model by the way. gives a different challenge to light. Great start by the way. Loves the way you shade and render the jewels.
@CGLucas3D : cool stuff. cant wait to see when it shaded...
@brookselliott : wonderful image. I love the way you mix the contrast between the background and the foreground. great job!

cool stuffs so far guys...

cheers

P.S. still waiting for @raylistic ;)

Waters
05-14-2009, 07:59 AM
small change, still figuring out what to do with this.


http://i696.photobucket.com/albums/vv322/mwaters_bucket/Matt_Waters_Kings_Treasure2.jpg

drmaya
05-14-2009, 01:02 PM
Hi Jeremy
I've just finished reading your book about lighting and rendering.
also, your dvd. And i want to thank you for your good explanation for using the light inside
maya.

This is my first attempt for using light
I used maya's light with mental ray and i didn't use FG or GI
i really need your help with lighting
i also would like to ask you ,
Do i have to put rim light from the back side?
I need to make more contrast but how?
Regards



http://www.7ammil.com/data/visitors/2009/05/14/storm_2723102382143774229_a21.jpg (http://www.7ammil.com)


http://www.7ammil.com/data/visitors/2009/05/14/storm_8503316051934996023_a2wire.jpg (http://www.7ammil.com)

mskang3886
05-14-2009, 01:54 PM
http://img8.imageshack.us/img8/2948/uploadl.jpg (http://img8.imageshack.us/my.php?image=uploadl.jpg)



hi Jeremy

what i understand i implemented in that shot ... hope it will be looking better
thanks a lot for ur valuable feedback
i need it in future too
thanks

cheers !

jojo1975
05-14-2009, 03:53 PM
Hey Kanooshka glad to see you there ! Great start.
I'm restarting to setup the lights and texture I'm not satisfied with my key light. A repčost will arrive soon :)

CGLucas3D
05-14-2009, 05:23 PM
Just some basic materials add, a lot of work to do...

mskang3886, nice image, i think the materials need more glossiness

http://i188.photobucket.com/albums/z158/11hank11/testecomp-2.jpg

mister3d
05-14-2009, 07:01 PM
Kanooshka, that looks great! I think the diamonds around the blue gemstone are too bright, as well as two diamonds on the table. They could be a bit darker.

davis8dd
05-14-2009, 07:01 PM
Hello all, here is my first work in progress. I have been focusing on materials and render settings. I appreciate any feedback.

http://img262.imageshack.us/img262/2365/kingstreasure1.jpg
http://img299.imageshack.us/my.php?image=kingstreasure1.jpg

ptitbiscuit753
05-14-2009, 08:41 PM
Hi,
I'm a french student in 3D graphism since the beginning of the year.
I apologize for my english.
This is my first participation to this challenge and here is my first image.
there is a lot of materials and textures missing.
I'm waiting for critics :)

http://71.img.v4.skyrock.net/719/ptitbiscuit298/pics/2455845695_1.jpg

ChrisFast
05-14-2009, 09:03 PM
So here is changed version of the image. I changed a couple of materials and added a couple of lights...

http://www.chris-fast.de/bilder/Treasure_web_2.jpg

kanooshka
05-14-2009, 09:42 PM
C&C for my fellow lighters :D

Phil-roberts: Great start! The blue/purple ambience in the background works very well, I'd like to see more of the making the way to the table. The pearls pop out because they are very ambiently lit, they'd look more spherical with some gradient. I also have a slighty hard time determining the angle of your key light. I'm assuming it is from the back left but not all the objects are telling me the same story.

Elvis: Thanks =)

Eduroam: I agree, your new image is looking better! There's much more directionality now to your lighting, though I'd like to see a little more contrast, but that could just be my own taste =) Your gold shader is looking a little bit to yellow in the specularity. Try either decreasing the saturation of the specular color or you could even try increasing the intensity of your specular light//reflection card.

Neonbulbs: Appreciated! =)

Waters: If you're looking for ideas I may have a couple. If I'm understanding correctly you want to focus on the reflection. If that's the case, you may want to think of really working on treating the reflection as a different environment from the ring. To explain further, try to think about what would draw your attention to the reflection. Having most of the light in the reflection and try to keep the ring, coins and everything else that isn't in the reflection in shadow. Of course this is all just a theory. I'm looking forward to an update!

drmaya: Good start! To add contrast try to increase the intensity of your key light. usually you want to have your key lighting about twice as bright as any of your other lights.

mskang3886: Looking better! I feel like most of your objects are floating. You may want to increase your raytracing depths so shadows will appear more in reflections.

jojo1975: Thanks as always! I'm looking forward to your image!

CGLucas3D: Great start! I'd like to see an increase in your main lights intensity. It also looks like the ere are some objects that need to be smoothed out because they are faceted. Looking forward to some more materials!

mister3d: Thanks! I agree with you 100%, I'll fix that in my next render.

ChrisFast: Looking good! Good start with the materials. I'm having diffuculty determining the direction of your key light the chair is getting a lot of warm light and no cool light and the chalice is getting a lot of cool light but not much warm light.

BlenderFan
05-14-2009, 10:43 PM
I have moved the camera in to better show the treasure. The gems have no materials assigned yet, as I switched from Yafaray to Luxrender. I will work on the rest of the materials and then textures next. I may add DOF, too. Tell me what you think, and if it involves changing the color or intensity of the lighting, and the image exposure, I can fix alter it instantly because of the way Luxrender works.

I used Blender and Luxrender.

Cheers and God bless.

http://farm4.static.flickr.com/3397/3532326080_c4382879fd_o.jpg

MartinRomero
05-15-2009, 01:14 AM
Hello Jeremy,

Here are my versions of the King's treasure challenge. For these images I used 3Ds max, mental ray + FG on both.

Here is the first one
http://forums.cgsociety.org/attachment.php?attachmentid=142231&stc=1

and here is the second one, I moved things around a bit. For this one the lighting changed a bit.

http://forums.cgsociety.org/attachment.php?attachmentid=142236&stc=1

Thanks

JoRM-159
05-15-2009, 01:56 AM
maya software and depth map shadows, a basic ilumination to get a sunset, a default lambert to get a pretty good grayscale, please comment :thumbsup: I`ll be posting very soon new tryouts..., is not the final comp about the camera position...

http://i251.photobucket.com/albums/gg311/metlagear159/test.jpg

volumelight
05-15-2009, 02:05 AM
lots of good renderings and the way the discussion is hold on this thread is just so cool...thanks to the people who are responsible for this(thnx jeremy)

here is my w.i.p. its just a quick light and material test.avoided turbosmooth on most of the geometry due to my slow P4.
*things(light and camera angels) are subject to change due to my fluctuating mind...lolz

http://i667.photobucket.com/albums/vv38/volumelight/mylogowipcopy-1.jpg

eduroam
05-15-2009, 03:11 AM
Thanks kanooshka for your comment your are right with the specular effect. I fix that and i really think that is more better now.. also i increase a litle bit the contrast.

Thanks guys for your help.

No anti-alising in this image. I will start to work with the jewels.

http://www.3dsquash.com/lighting/treasure/preMaterials06c.png

Atte
Eduardo

jgr77777
05-15-2009, 03:31 AM
Hello, Jeremy, everybody,

Jeremy, I took your workshop a few weeks ago, and I just can't get enough! Here's my initial stab. No textures yet, just going for a light design.

I'm trying to capture a magic hour time of day. Key light is directional (sun), fill a spot, and there are various bounce spots as well.

I don't know what's up with the glass in the lamp. It's fine until I click on refraction and then it goes all black. I checked the refraction limits settings and all's well, 6 on the shader and 6 on the render settings. It works if I export it and try it outside the scene, so something's rotten somewhere.

Also, the window image adds much more light than I thought it would/should. The first image is with the plane hidden, the second with it visible. Not a lot of difference, but I turned down the gain considerably.

James

faizman
05-15-2009, 07:13 AM
Hi Everyone,

This is my 1st entry in lighting competition, Here's my 1st render just tryin out to make up a scene. Hope u guys like it.... working on the lighting :) c&c are welcome



http://img.photobucket.com/albums/v471/faiman/test2.jpg

ahkiat
05-15-2009, 08:36 AM
Hi Jeremy & Everyone,

Here is my entry. Any C&C are welcomes..

I'm using 3dmax, mental ray with caustic.

http://i262.photobucket.com/albums/ii97/ahkiat1980/Base_caustic_0001.jpg

Waters
05-15-2009, 08:51 AM
Thanks for the feedback. I'm trying some other camera angles out because getting a meaningful reflection from that gem surface was proving difficult, lighting aside.


http://i696.photobucket.com/albums/vv322/mwaters_bucket/Matt_Waters_Kings_Treasure3.jpg

herbertagudera
05-15-2009, 09:29 AM
hello everyone. saw some really awesome works here.. and im abit jealous. :) anyway

heres where im at..

http://farm4.static.flickr.com/3601/3532517445_05f13e2eff.jpg (http://bighugelabs.com/flickr/onblack.php?id=3532517445&size=large)
click image to enlarge


please tell me what you think.. im kindov lost.. :))

cheers!

reinhart82
05-15-2009, 12:48 PM
Seen alot of nice renders so far.Nice job from everyone.
Below is my render. Rendered by 3ds max with FG:)
Comments are welcome.

http://i595.photobucket.com/albums/tt38/reinhart82/KingsTreasure03_1280.jpg

jeremybirn
05-15-2009, 02:53 PM
Could someone please make an .ma out of the file or a file for maya 2008, for us that hasnt upgraded yet :)

EDIT: NP i solved it, somehow all the geometry had visible in reflections and refractions disabled which as you understand could pose a problem :) I thought it was my obj importer that somehow had screwed up :-)

Maya 2008 can import .mb (or .ma) files saved from newer versions of Maya. You just need to go into the Open Options box and check "ignore versions" so it doesn't stop with an error.

Maya .obj import usually turns off visible in reflections. Wavefront Advanced Visualizer used to have separate objects flagged to function as reflection objects, and ordinary models imported without this don't get marked as visible in reflections. The Attribute Spreadsheet can fix this for all the models you imported.

-jeremy

rajeshav
05-15-2009, 04:26 PM
Really great renders,truly inspiring,feeling like giving a try on this.Will try to post my first render with in two days.

ptitbiscuit753
05-15-2009, 04:45 PM
this is my first render.
A lot of textures and materials are already missing.

http://71.img.v4.skyrock.net/719/ptitbiscuit298/pics/2456751895_1.jpg

Darkseal
05-15-2009, 06:04 PM
Maya 2008 can import .mb (or .ma) files saved from newer versions of Maya. You just need to go into the Open Options box and check "ignore versions" so it doesn't stop with an error.

Maya .obj import usually turns off visible in reflections. Wavefront Advanced Visualizer used to have separate objects flagged to function as reflection objects, and ordinary models imported without this don't get marked as visible in reflections. The Attribute Spreadsheet can fix this for all the models you imported.

-jeremy

Thank you! I was wondering what was up with my test renders. Its there any way to turn the reflect and refract in all obj's all at once in MAYA (7.0)?

For some reason the maya file i downloaded said it was corrupted, tried twice.

Darkseal
05-15-2009, 06:16 PM
Thank you! I was wondering what was up with my test renders. Its there any way to turn the reflect and refract in all obj's all at once in MAYA (7.0)?

For some reason the maya file i downloaded said it was corrupted, tried twice.

Sorry, Found it, Attribute Spreadsheet..... thanks :drool:

ptitbiscuit753
05-15-2009, 06:29 PM
Hi
I'm a french student in 3D graphism since the beginning of the year.
I apologize for my english.
this is my first render.
There is a lot of textures and materials missing.
I'm waiting for yours critics:)
http://71.img.v4.skyrock.net/719/ptitbiscuit298/pics/2456751895_1.jpg

Leotril
05-15-2009, 07:06 PM
hello all ..im guessing this could be my start for the challenge .. my first time using refractions (gems & metal, default maya shaders) also caustics (renderman) .. im using no gi on this beauty render but i added like occ pass and some gi passes i save in after effects.. also im using a deep focus kinda setting for the cam DoF but still looks a bit intensive is the default cam on the mb file.. no texture work yet :(


http://i298.photobucket.com/albums/mm255/Leotril/KingTreasure/KingsTreasure1dcomp1024.jpg

aABHINAV
05-15-2009, 08:37 PM
this is my first try.... for just testing lights.

http://i695.photobucket.com/albums/vv313/aABHINAV/cg1-1.jpg

Pigments
05-16-2009, 04:36 AM
Hope i am not late.. this is my second challenge.. i started workin on the scene yesterday.. Nice to see a lot of entries
http://img196.imageshack.us/img196/2038/42359303.jpg

volumelight
05-16-2009, 08:53 AM
i was not happy with the mood my previous light setup was reflecting...so here is my new light test and a little of texturing part...i am still struggling with the color of the gold.rendered in mental ray, 3dsmax..suggestions are welcome.

light test
http://i667.photobucket.com/albums/vv38/volumelight/test2a.jpg

ring(no caustics)
http://i667.photobucket.com/albums/vv38/volumelight/angoothimenagina2.jpg

TripolySunni
05-16-2009, 03:25 PM
Ok I'll enter this challenge.

TripolySunni
05-16-2009, 03:41 PM
Hope i am not late.. this is my second challenge.. i started workin on the scene yesterday.. Nice to see a lot of entries


Nice Camera angle and Bounce light.

Hope the lighting in my one will look proper in the end.

Voigg
05-16-2009, 03:56 PM
Here is my next update.

http://i146.photobucket.com/albums/r250/Voigg/KingsTreasure3.jpg

neonbulbs
05-16-2009, 05:00 PM
Hi guys and gals,

Back to post my third WIP for this challenge. Made some fixes on shaders, textures and background elements. C&C are welcome.

http://i171.photobucket.com/albums/u286/neonbulbs247/WIP/Treasure_WIP_03.jpg

feedback :

@volumelight : good start. just becareful about the intensity of the light tough. it can make the metal less shiny and looks flat. keep going.

@Leotril : looks great. I love the tone that you set up there. great shading and render too. good job.

@reinhart82 : awesome work. i like it. but I kind of confuse from which light is the main light because there are two sharp shadows under the objects. keep it up.

it's good to see lots of good entries coming in so far. it's a really good challenge.

cheers...

padfoot7726
05-16-2009, 10:12 PM
I like this scene. Here's my first render. Blender Internal.

Kellios
05-17-2009, 05:42 AM
Man, I've been wanting to do a lighting challenge for ages now! Finally getting around to it.

First basic/thought pass. More than happy to hear thoughts. Only spent a couple of hours on it.

http://antipyretic.net/lightingStuff/test001.jpg

visua
05-17-2009, 11:43 AM
Quick draft, I hope that I will find the time to finish this one.
Maya/Mental Ray:

http://www.nicz.net/king01.jpg

drmaya
05-17-2009, 02:47 PM
hi
another update >>>
http://www.7ammil.com/data/visitors/2009/05/17/storm_19829456902040352468_a4%20copy.jpg (http://www.7ammil.com)
should i start with the material or i still have to improve the lighting?
i didn't use fg or gi
render time : about 3 min

NurEinTier
05-17-2009, 02:57 PM
I like this scene. Here's my first render. Blender Internal.

Wow blender internal???Nice render :) anyway.You should try Yafaray buddy

maxspider3000
05-17-2009, 03:18 PM
nice scene for the challenge, thanks everyone ...

this is my first lighting test, any comments could be useful ...

I would ask too, can we use any compositing app to improve our final entry ? using curves, levels, CC ... etc ?

anyway< mine is here :

http://forums.cgsociety.org/attachment.php?attachmentid=142335&stc=1

Pigments
05-17-2009, 04:29 PM
Nice Camera angle and Bounce light.

Hope the lighting in my one will look proper in the end.

Thanks man.. all the best with urs..

BlenderFan
05-17-2009, 05:44 PM
I have my latest revision. There is some noise left (in the Lux community it's known as fireflies), and that will be eliminated as the render further progresses. I can't tell you the exact render time, as I have rendered it in several sessions. I would estimate about 8 hours.

I used Blender and Luxrender. I may add some more textures to certain objects, but I think it's done beyond that. C&C welcome.

Cheers and God bless.

http://farm3.static.flickr.com/2033/3539732796_e17d07b780_o.jpg

Phil-roberts
05-17-2009, 05:57 PM
Hi everyone,
Latest update to the treasure scene, added some omni's above the table for reflections and sparkle, unchecked diffuse on them just allowed specular. Also added wall candels and some leaded windows. Main light is a low yellow/orange sun from the left window, Fill is a yellow and orange omni front right to resemble lit fireplace. Added a rim light behind the coin bag and although its not represented as a physical light object it gave me a really nice reflection in the plate so I kept it in. Enjoying this one so far!

Cheers
Phil

http://www.pr-creative.com/cg-society/treasure2.jpg

ahkiat
05-17-2009, 05:58 PM
Hi, this is my latest update.

Any comments are welcome. :applause:



http://i262.photobucket.com/albums/ii97/ahkiat1980/Final_0001_0001.jpg

padfoot7726
05-17-2009, 05:59 PM
A close up render of the silver ring on red tablecloth.

http://i208.photobucket.com/albums/bb43/padfoot7726/TreasureRing.jpg

Industrial
05-17-2009, 09:03 PM
Hi Jeremy! always a pleasure.

There are some amazing entries in this challenge.

here's my take so far:

http://farm3.static.flickr.com/2165/3540392138_910e1d2435_b.jpg

vamsiprakash
05-17-2009, 09:05 PM
http://i595.photobucket.com/albums/tt40/vamsi008008/king.jpg


hear the key light is comeing form a lamp neat the table and rest of as are fill lights

alexentremont
05-17-2009, 10:34 PM
http://farm3.static.flickr.com/2165/3540392138_910e1d2435_b.jpg
Best attempt for me so far.

Industrial
05-17-2009, 10:54 PM
thank you so much, highly appreciated.

Vlada3d
05-17-2009, 11:02 PM
Best attempt for me so far.

Good work, I like the angle, textures are just fine. I will post my piece soon :).
Bye bye

aABHINAV
05-18-2009, 02:09 AM
HI ...

@ Industril.....Nice render:thumbsup: ...
(http://forums.cgsociety.org/member.php?u=239711)

MartinRomero
05-18-2009, 02:23 AM
Hello Jeremy,

Here is an updated version.
I did the lighting and texturing in 3Ds max 2010 + FG. I used 4 lights, the sun, the sky, FG turned on, 2 bounces, and 2 rim lights.
http://features.cgsociety.org/newgallerycrits/g00/234000/234000_1242612998_large.jpg

Cgaurav
05-18-2009, 04:53 AM
http://img248.imagevenue.com/loc474/th_25800_kings_treasure_fg_new_mix_122_474lo.jpg (http://img248.imagevenue.com/img.php?image=25800_kings_treasure_fg_new_mix_122_474lo.jpg)

Magesh00
05-18-2009, 07:22 AM
Hai,
Nice scene there.
Challenging..
I Am in..
This is my first 3Drender comp.
Wish me luck....

And I wish luck to everyone too..

Magesh117@yahoo.com (http://forums.cgsociety.org/Magesh117@yahoo.com)

Kiralj3d
05-18-2009, 08:38 AM
damn, I just realized that this contest's ending is at 15. of june, I thought may... hmmm

that made me to hurry up stuff... I'm in a mood to do a totally new scene again... will see...

Vlada3d
05-18-2009, 09:20 AM
Hi Jeremy.
I must say this is my first light challenge ever, so I am pretty excited about it.

As for the piece it self I had some catch up to do because I was occupied with another project, so I've started yesterday.
Here are some tests I've done in Maya and Mental Ray last night, it is still in WIP phase, some textures need fixing and some other stuff.

Light setup was made with one area light and couple of bounce lights. I also put some lights to cast only specular component so I could get specific specular highlights on those jewels, but those need to be tweaked a little bit. I didn't use FG or GI.

Cheers, hope you like it, C&C are most welcome.

http://i40.tinypic.com/8yw4n5.jpg

jojo1975
05-18-2009, 11:14 AM
The competition is progressing very very good ! A old project is getting me stucked but my image is "cooking". :)
I've a question for INDUSTRIAL.
First of all I have to say that is one of the best entry since now. I've very cutrious to know how did you obtain the silver material on the left ! can you share some hints ?
And also which render did you use ? (MR I guess)
Congratulations to all for the post. I love this competitions it's really a fantastic way to learn !
(I'm digiting right now luxrender on google. Never heard of that but the results seems impressive)
@ visua can youshare some settings that you used for MR ? it's one of the neatest render I've seen, very similaro to VR results.. :)

reinhart82
05-18-2009, 01:13 PM
Thanks for the comments neobulbs:).Lots of new nice renders.Like the one by industrial espically.Very nice textures:thumbsup:

Some updates to my renders.Found out what's wrong with my double shadows. Apprantly arch & design material doesnt work with include/exclude shadows hence all the extra shadows.Did some relighting. Comments are welcome:)

http://i595.photobucket.com/albums/tt38/reinhart82/KingsTreasure04_1280.jpg

farzadfarhad
05-18-2009, 01:15 PM
hi guys this is my first post and this is my first test lighting with maya and mentalray rendering,

Any comments and feedback are more than welcome.

thanks
farzad

Cgaurav
05-18-2009, 01:19 PM
Hi Jeremy! always a pleasure.

There are some amazing entries in this challenge.

here's my take so far:

http://farm3.static.flickr.com/2165/3540392138_910e1d2435_b.jpg

Nice render...even da camera angle is different...

Cgaurav
05-18-2009, 01:49 PM
http://img34.imageshack.us/img34/861/kingstreasurefgnewmix.jpg (http://img34.imageshack.us/my.php?image=kingstreasurefgnewmix.jpg)

Cgaurav
05-18-2009, 01:51 PM
hello...this is firsr entry ever....hoping to improve iin the process.... (http://img34.imageshack.us/my.php?image=kingstreasurefgnewmix.jpg)


(http://img34.imageshack.us/my.php?image=kingstreasurefgnewmix.jpg)

Industrial
05-18-2009, 04:35 PM
I've a question for INDUSTRIAL.
First of all I have to say that is one of the best entry since now. I've very cutrious to know how did you obtain the silver material on the left ! can you share some hints ?
And also which render did you use ? (MR I guess)


Thank you! yes i used mental ray. Almost every material is MIA_material, except the coins and the plates. Im not sure which metal material are you specifically talking about?

brookselliott
05-18-2009, 04:54 PM
Industrial - Looks great! The only problems I noticed at first were that the crown head cover material seems inappropriate in that its a glossy blue shell like reflective material, and the gold coin material appears to have its diffuse reflection value set too high. You can see a very bright reflection of the silver or tin plate in the coins at right.
And its not really very obvious what the slivers are to the left of the sword? Other than that I think its a great composition and has a realistic feel to it even though it may not have as much in common with the original scene.

neonbulbs and elvis75k I really appreciate your comments on my recent version. I think a Blender render works pretty well for a long shot for this but it won't work for close-ups due to a lack of caustics. I am working on a Luxrender version but Luxrender eats up too much memory for this scene in its current windows 64 bit version.

genaf1 - can't wait to see an update from genaf1. Should be an awesome entry...

Industrial
05-18-2009, 05:04 PM
Industrial - Looks great! The only problems I noticed at first were that the crown head cover material seems inappropriate in that its a glossy blue shell like reflective material, and the gold coin material appears to have its diffuse reflection value set too high. You can see a very bright reflection of the silver or tin plate in the coins at right.
And its not really very obvious what the slivers are to the left of the sword? Other than that I think its a great composition and has a realistic feel to it even though it may not have as much in common with the original scene.


I agree with everything. i have some reflection issues and the coins are way too bright.
Although, I was actually going for that look on the blue material on the crown. Thanks for the critique, it really helps.

zmuh11
05-18-2009, 08:00 PM
Hey everyone,

Here is my first take on this scene. This is mostly just lighting with minimal texturing done so far. Shading is one thing that I really suck at but I'm going to try and push myself with this one. How am I doing so far?

Also, are we limited to the number of in progress pics?

Thanks all
Zach

http://farm4.static.flickr.com/3537/3542934881_1d42c4194a_o.png

eduroam
05-18-2009, 09:00 PM
This is my test Jewels. There some gems that I working on, this is diamond.

I not finished yet. I have to work, in fog, caustic, and a litle bit thing. :)

Cgauray - Beautiful shot.. the tablecloth is amazing. Nice!!. :cool:

Vlada3d - amazing lighting. :eek:

reinhast82 - WOW.. this is my favorite.. :bowdown:

http://www.3dsquash.com/lighting/treasure/preMaterials09.png

Atte
Eduardo

jgr77777
05-18-2009, 11:54 PM
Added some gem and precious metal shaders, a few textures. Still need a different sky. Scene is overlit because I added caustics. Need to turn down key light.

Waters
05-19-2009, 03:11 AM
giving another update, not sure about a lot of things.

http://i696.photobucket.com/albums/vv322/mwaters_bucket/Matt_Waters_Kings_Treasure4.jpg

jojo1975
05-19-2009, 10:37 AM
@ INDUSTRIAL the silver plate, on the right of the image, near the coin :) thanks in advance for the answer :)

Vlada3d
05-19-2009, 12:20 PM
Vlada3d - amazing lighting. :eek:
Thanks, I was aiming at the picture atmosphere and more on cartoon than photo realistic look. Still need to paint textures, I have just started :)
Cheers.

Industrial, great render but I think that you should pay attention on those coins, I think they are to bright. I like the cloth it is very realistic, nice job ;)

rajeshav
05-19-2009, 03:42 PM
http://i246.photobucket.com/albums/gg82/rajeshav/Kings_T4.jpgStill to add the materials for gems,gold etc,caustics and back ground outside the window.I am posting this to have the suggestions and critiques about the light setup.Hoping to get very very valuable suggestions from all my friends out there.

Vlada3d
05-19-2009, 03:45 PM
Still to add the materials for gems,gold etc,caustics and back ground outside the window.I am posting this to have the suggestions and critiques about the light setup.Hoping to get very very valuable suggestions from all my friends out there.

Maybe it will be easier for us if you put image because I don't see one :)

Industrial
05-19-2009, 04:35 PM
@ INDUSTRIAL the silver plate, on the right of the image, near the coin :) thanks in advance for the answer :)

ah the silver plate is just a blinn with a bit of reflection. I ran a high pass on the color map in P.s. to get the bump. Most of what gives the plate that look is the color map. it has mid level eccentricity and a bright spec.

Industrial
05-19-2009, 04:36 PM
Industrial, great render but I think that you should pay attention on those coins, I think they are to bright. I like the cloth it is very realistic, nice job ;)

thanks, and yes I still have a bit of work to do. that was more of a W.I.P. render.

ChrisFast
05-19-2009, 07:21 PM
So here's another update of my scene...

http://www.chris-fast.de/bilder/Treasure_web_3.jpg

jeremybirn
05-19-2009, 08:45 PM
ChrisFast - Welcome! Good start already. It would be good to see something out the window so we know where the light is coming from. The blocking is good. The gems and jewels could use some brightness, maybe putting light somewhere else in the set would give them something to reflect?

Waters - That's a nice image. I'm trying to figure out where the light is coming from. The tops of some objects are very bright, as if there were a light almost straight above the table. But the walls and ceiling are pretty dark, so it doesn't look like a room with a ceiling light turned on above us. The set could use a little work. At minimum, make shade the walls and ceiling so they get a little darker in the cracks and corners: use occlusion, or use soft shadows and well-aimed lights, but somehow get some variety into the lighting on those surfaces. All the walls and ceiling don't need to be exactly the same brightness, either. There are little red and green colored specles in the reflections that look like some kind of rendering artifact?

jgr77777 - See my advice in post #112, especially about starting with a 1-light rendering to make sure you love your key illumination.
http://forums.cgsociety.org/showpost.php?p=5859737&postcount=112

eduroam - Great job! You're using a very wide-angle lens, but there's no barrel distortion or fish-eye distortion. Maybe if you added some lens distortion in post it would make the coin in the lower right look more natural. The set could be darker where the top of the wall meets the ceiling. There's a bright window in the background that could add some rim light and kick light to the left side of the chair, the tall lantern, and other objects.

zmuh11 - Good start. Some parts of your scene looks as if you have a really bright top-down light on the table, such as the sword, the top parts of the crown, and the coins. Other parts of the scene don't match that, such as the red of the crown, or the back wall that doesn't look as if there's a ceiling light turned on in the room.

Cgaurav - Welcome! That's a good start! If you're going to add reflections, start making some materials reflective, because that'll change the look of your scene a lot. It looks as if the bright yellow light could be shifted further back, away from the camera, and then you'd get better gradients of shading running around the round objects. You might also need to turn it down, but work on position first.

farzadfarhad - Welcome! That's a good start. If there's going to be light coming through those windows, then let it illuminate the left side of the objects on the table. The orange light in the background could create some rim light or specular highlights on the treasure as well.

reinhart82 - Great job! Your materials and textures are looking good. I hope you can break-up the texture on the wall stones so the veins don't run continuously from one stone to another. I like the light coming through the window. I think the fill levels seem too high. There's too much ambient light around the scene. If you look at the coin in the lower left, the shadow it casts on the floor doesn't look dark enough to resemble direct sun. The same goes with the shadow area underneath the silver tray. Your caustics seem too bright under the diamond, too, once you reduce the fill light you should be able to make the caustics visible at a much lower intensity.

Vlada3d - That's terrific! I think the lighting direction could be more unified through the scene. In the background, all the light seems to come from the upper left. On the chair, the highlights come from the lower right. In the foreground, the bright reflections and highlights come from behind us to the left. If your reflections and lighting could all work together to tell a simpler and more consistent story, it could be more believable.

MartinRomero - Great job! Some of the surfaces could use some polygon smoothing, especially the bag tie and some of the round surfaces. The set in the background seems to get a lot of ambient light without shadows or occlusion. See if you can do something to make the area to the lower right of the crown more colorful or interesting, it's looking a bit dead right in what could be the richest part.

vamsiprakash - See my advice in post #112, especially about starting with a 1-light rendering to make sure you love your key illumination.
http://forums.cgsociety.org/showpost.php?p=5859737&postcount=112
The walls in the background seem very flat and uniform, I hope there can be some variety there and it can get darker in the corners.

Industrial - Beutiful work! I love it! Great textures! I think the contact between some objects could be improved. Where the coin rests over the sword, it could cast some reflected light (fake or caustic) onto the top, as well as shadowing or occluding a part of the edge. Where the tray near the upper right comes over some coins, I'd like to see a really dark reflection, reenforcing the idea that there's a lot oflight coming from above and the tray is blocking it. The reflections in the blue parts of the crown make the material look like a motorcycle helmet, not a lush fabric. The reflections don't even seem to show most of the light coming from the lower left, which keeps them from matching with the lighting as well as they could.

padfoot7726 - Great study! I love the close-up materials!

ahkiat - Nice image! Ilike the way the bright, reflective gems show-up in the dark environment. There are a few places where it doesn't look as if objects are casting enough of a shadow or blocking reflections the way they could. Inside the bag, under the two, etc. could make things darker. I'd like to see occlusion or shadowing where two surfaces meet. In places the like the lower right, the jewels look like little red night lights, maybe they could be turned down there.

Phil-roberts - Great scene! I think you could be more bold with the contrast. The blue fill light on the set could get darker near the corners and top edges of the walls. There's a lot of frontal light, when I look at the pearls they seem to be lit by a light very near the camera, even though their shadow is cast towards us on the table. The coin bag seems almost ambient lit from all the frontal light. I don't get the sense that sunlight is coming from a window as you mentioned in the text. See if you could do more with side-lighting and kicks and rims, and allow some areas to be darker at the core.

BlenderFan - Nice scene! But 8 hours??? That seems too slow, you might re-think whichever options or techniques are most expensive, and consider adopting approaches that let you make changes and see the image turn-around faster than that. A lot of the objects look good when back-lit. The cloth bag could use more of a sense of translucency. Often when you back-light or edge-light cloth it brings out more of its texture. The goblet with the pearls seems hidden in shadow, if it slid a little to the right or turned towards us it might stand out better. Or perhaps the tall thing behind it should slide to the right, so the sahdow moves. To make sun light look like sunlight, it should come from a directional light, so the rays don't diverge from a point. If the light spreads out with distance, then the light looks as if it comes from a floodlight near to the building instead of the distant sun.

maxspider3000 - Welcome! You can use whatever software you want for retouching or compositing. You can evaluate the look of your lighting better if you put soemthing outside the window to show how bright or dark that'll be, and make the surfaces reflective that will be reflective. Keep going!

drmaya - Looking good so far! Definately take a little break from lighting and work on materials. Reflections and highlights and maybe even caustics will all be important parts of the lighting and the look of the scene.

-jeremy

BlenderFan
05-20-2009, 03:35 AM
8 hours is a long time, but the quality Lux gives is worth it. Also, since it renders progressively, you can see the effect of certain things from the very beginning, even though the image is noisy at that stage. What's more, the intensity and color of lights can be tweaked in the Lux GUI after they have been set in the exporter, leading to many possible variations. Also tweakable in the GUI are Exposure, F-Stop, Film Sensitivity, and many other effects, including glare, bloom, vingetting, and chromatic abberration. Also, I can continue working in Blender while Lux renders, as it is a separate application. Lux can also be set to periodically write an FLM file, which saves the progress at that time. This means that if you needed to close Lux for some reason, you could resume the render later with the progress up to that point. The benefits seriously compensate for the lack of speed in my opinion.

You are right about the sun, the light which represents it is very close to the window, so I will move it farther away. I'll also mess with object arrangement. Thanks for the tips.

Cheers and God bless.

jgr77777
05-20-2009, 06:08 AM
Okay, some more textures, less sun.

Jeremy, I'll render with just the sun. Your suggestion is on target. Tonight I began to wonder about the key light, its angle especially.

anu3d
05-20-2009, 06:26 AM
Here's my first render. =)

http://i531.photobucket.com/albums/dd356/astroanu2004/2.jpg


Feedback :
kiralj3d - sweet.
Chrisfast - cool.
Leotrill - nice frame. wanna see the final soon :)
neon bulbs - wow. i like ur textures so far.

Waters
05-20-2009, 08:51 AM
Thanks Jeremy, I'll try to improve the clarity of lighting direction and tie the environment in better.


http://i696.photobucket.com/albums/vv322/mwaters_bucket/Matt_Waters_Kings_Treasure5.jpg

feelless3d
05-20-2009, 09:14 AM
what processor join the challengs

ToSt
05-20-2009, 09:36 AM
Hello everyone!
I'm a complete beginner so I hope I will get some feedback on what to do better (and how?).
Not sure if I am fast enough to finish until the deadline but here is the current status. Only lighting, no materials yet. I'm using two area lights as fill lights (low sample, hence the noisy shadow) and a key sunlight. Plus an extra light to brighten the walls a bit. No ambient light whatsoever. Comments? Suggestions?
Oh, and I'm using XSI with mental ray.

http://img38.imageshack.us/img38/2975/version1m.jpg

jojo1975
05-20-2009, 09:36 AM
I'm really sad I've no more time to work on the challenge, but tomorrow I have to leave for three weeks and my small laptop has no software on it.
I've used two omni and one environment. I also have done a caustics pass (in VR). I would have cooked it more :(.
For this one I've the possibility to use Maxwell. It was the first time I've tried and I have to admit that the possbility to resume the render is fantastic. I've still have to understand how to visualise the maps in the vieport (Any hints ? if you use a wrgon UV and realise it after 3 hours of work is quite annoying.. how can people see maps in preview ??) but I've to admit that is very funny to use.
Combining it with old school make it a very friendly workflow. I wont' suggest to use it for occlusion or caustics :) too much time.
By the way there's the result

http://www.giorgioluciano.net/wp-content/uploads/2009/05/lcxixfinal.jpg

TLobes
05-20-2009, 09:48 AM
Everyone's pieces are starting to look really stunning and sparkley. Thanks to Dan and Juan for modeling this scene and as always for Jeremy hosting invaluable feedback.

Industrial - I love the camera angle you are working with. It makes me think of a beautiful medieval fantasy poker table and the King is betting all in with his crowned jewels and probably his daughter, too.


I'm trying a combination of mia_physicalsky, mia_material, as well as added lights where needed once the shading networks are in place. Here are a couple of lighting-only solutions I've come up with so far.

http://i231.photobucket.com/albums/ee311/TLobes/CGS/ch19_lightTest02.jpg

http://i231.photobucket.com/albums/ee311/TLobes/CGS/ch19_lightTest01.jpg

jojo1975
05-20-2009, 10:09 AM
Hello TLobes, why dont' you add also some fill light in front of the table ? in this way the jewls and coins are in shadow, while the mail light is on the back of the desk. Good start !

abhisheka
05-20-2009, 11:31 AM
hi everyone this is my first post and my first challenge ....comments are welcome

genaf1
05-20-2009, 02:03 PM
This is my third update. Continue to research shading and texturing.
Thanks Jeremy and brookselliott for your comments.
http://www.genaration.ru/lc19_wip1.jpg

Bubbaloo
05-20-2009, 02:09 PM
Great textures, genaf1! Now make that treasure SHINE! :)

rajeshav
05-20-2009, 03:46 PM
Still to add the materials for gems,gold etc,caustics and back ground outside the window.I am posting this to have the suggestions and critiques about the light setup.Hoping to get very very valuable suggestions from all my friends out there. I am really sorry because yesterday I couldn't upload my image due to some technical problem.http://i246.photobucket.com/albums/gg82/rajeshav/Kings_T4.jpg

shahabsy
05-20-2009, 04:05 PM
hey everyone and jeremybirn, I wanted to join in early days when this challenge was started. but couldn't find time. And on this weekend i setup my basic lighting/shading and sharing my first version for the challenge. i hope you will like it.

At first, I was thinking about direction and light sources for the scene like "light from window" " light from top" "lights from wall fixtures" and so. but then I realized that i already have a light lamp as a light source right on my table and i just turned it on and made a copy of that lamp and placed it on the other side of the table as well so there are only two light source for the depth and shadows. I used Max/mental ray to render my scene.

regards,
Shahab.

jgr77777
05-20-2009, 07:22 PM
Here's a render with key light only, the AO pass, and the comp (AO and master layers only).

TLobes
05-21-2009, 12:23 AM
jojo1975 - I love the reflections and caustics you are getting from the gems. I think the dof is a nice addition. You might wanna sharpen the focus of the ring in the front just a bit as its hard to tell what's the focus of the piece is. Maybe that's rendering quality, too, I know maxwell takes a long time but looks great in the end. The red tablecloth looks a little plain and could use a bit more texture to it, even something incredibly subtle, something to break the light a tiny bit.

I believe one of maxwell's biggest feature is the ability to render once and then control each light's contribution to the scene in real time, similar to rendering out a bunch of spec/shadow/diffuse maps in 32-bit and bringing them into AE, only far easier.

toSt - That's look like a good start. A good plan is to decide what your major light source is, in this case the sun, which will be your major contributor to the light and hardest shadows. From there, start to add lights that take into account the sky (area lights from the window openings is a simple plan). These lights should be less intense than the keylight but still provide fill around the room and they will also provide very soft shadows as well as give some color to the room. You can also add some spotlights or volume lights to simulate the bounce light from the sun off of objects such as the table or those plates. When you are lighting a scene, don't feel like you have to place lights in a completely realistic manner. 3D lighting is a surreal world that tries to emulate real world lighting... by using fake approximations. Adding non realsitic lights for the specific purpose of making the image look more appealing can be a good thing!

genaf1 - Wow! Awesome man! The materials and overall unsaturated color scheme you are using fits perfect into this time era. There's not much I can crit on this but I see a couple things. The coins on the table seem to blend into the tablecloth. The specular highlights coming off of them seem.... bumpmappy and kind of noisey. They look more like rotten wood then they do metallic. The top of your jeweled jar looks a little weird, like the top is made of clay or using default lambert. It would be nice to see a little shadow from the person standing in the moonbeam. Only minor issues though, I love this!

rajeshav - I think you have a good start. You need to decide what you keylight is going to be and where the fill is coming from. There looks like there is a light coming from the upper right corner that should be bright off to illuminate a ltitle of the left back side of the room. I think your moonlight should be lighting up a bit more of the back wall considering the specular highlights the chair is picking up from it. I would try and add some light coming from the camera, even if a bit, to give get rid of those nasty pockets of blackness in the crown and coin sack.

shahabsy - Interesting look! It looks like you are using some photons for GI or caustics and they are blowing the highlights out a bit. Try increasing your FG point interpolation (10 to 25 or hgiher) and increasing your point density (1 to 1.5 ). If render time is becoming a problem, decrease your FG accuracy to 64 or 32 rays. On your caustics, increase your photon count. The intensity looks fine but you have either too few photons or not enough smoothing (interpolation) going on.

Try lighting the scene without the use of GI or FG, just egular lights, see how that looks, and then start adjusting your scene for FG/GI if you need it.

jgr77777 - I like your light setup and materials. Thanks for showing the passes that got you to the end. A couple things I can see. The light coming from the outside seems pretty strong since its lights the left side of your table. However, that light should be able to bounce off the right side of your room (or if there is no right wall, even the floor or cieling should do), and brighten up the right side of your image a little more. However, I think what is hurting you is your occlusion pass and the way you might be compositing it. One thing I learned from Jeremy's CGS class (I recommend everyone take it! Worth every gold coin) is that you should be compositing the occlusion pass over your ambient diffuse pass. Then you should linear dodge (add) your keylight pass over it. Right now, you are taking what color information you have from your key pass and effectively killing it with your occusion pass. This is my take on it anyway, I might of gotten this completely wrong and Jeremy is shaking his head ;( What you have now is great, though, a little work on the lighting and compositing and this piece will be one of the shining stars for sure.



Update w/ more bounce using mia_portal_light, only RGBA 4x8-bit so straight from renderer atm.

http://i231.photobucket.com/albums/ee311/TLobes/CGS/ch19_lightTest03.jpg

rajeshav
05-21-2009, 02:12 AM
Hello friends,I have a small problem while I render with mental ray,My render images is getting little bit blurry.I could not find out the problem.I am not using FG or GI.You can check my image posted in forum.Could any body please help me to solve the problem.Thanks T.Lobs for your suggestions.I will definitely look into it.

TLobes
05-21-2009, 02:32 AM
Hey raj,

Try changing your pixel filtering to Mitchell and with a filter size of [4.0 , 4.0]

badie
05-21-2009, 02:38 AM
Hi All :wavey:
Thanks Jeremie for this Great Challenge… :bowdown: :thumbsup:
Here's my First Attempt on C4D R 10.5, VRay for C4D 1.1, on Mac OS 10.5.7
Have to fix many things on these scene… Textures, Lights, POV…

http://img42.imageshack.us/img42/4823/king322.jpg

neonbulbs
05-21-2009, 04:37 AM
@badie : awesome textures. great lighting. I love it

@genaf1 : cool lighting. I love the tones that you put in. probably make the treasure more shiny and that's would be totally awesome

@jojo1975 : great stuffs. altough it's a bit blurry right now. I guess if you can tweak the DOF to a bit more clearer to focus on the objects. Nice job...

great works coming in everyday...:drool:

cheers...

designingpatrick
05-21-2009, 06:22 AM
Here we go

I want to achieve good contrast in this composition. I would like to have the shadows play with the jewels in a way that brings out the range of their colors.

http://www.worldinventories.net/sig/PersonalImages/basic1.jpg

himanshubhagat
05-21-2009, 06:35 AM
I am in too.My request to all friends ,please guide me how to post my work cheers

mostafamkram
05-21-2009, 11:38 AM
nice work :thumbsup:

badie
05-21-2009, 02:38 PM
New Renders, have to fix DOF… & many other things
C&C are Welcome :arteest:
http://img199.imageshack.us/img199/2181/king43.jpg
http://img199.imageshack.us/img199/5027/king44.jpg

mirmel
05-21-2009, 03:21 PM
:) Hi everybody! Wow, amazing works here!

hi everyone this is my first post and my first challenge ....comments are welcome
Good work abhisheka! I like the color palette you decided. Maybe coins and precious stones (especially that on the goblet) are a little bit too bright, it looks they make light by themselves..!
Go ahead!
mir

rajeshav
05-21-2009, 04:28 PM
Thanks T.lobs for your advice and I think this will solve my problem.

jojo1975
05-21-2009, 04:52 PM
@ badie I will add some more light in front to "kick" a bit the contrast in front of the camera.
Wonderful materials indeed which render did you used ? MR ?

jgr77777
05-21-2009, 06:14 PM
Hey, TLobes! We were in the workshop together. I agree, it was worth every gold coin. And thanks for the input on this. I did something in my previous post that I never did before. I comp'd the AO with a render of the master layer. I did it for a quick idea of what AO would do. That didn't instruct me very much, so I've gone in all the way with a full blown layered rendering.

This forum only lets you post 3 attachments at a time so I've broken it up into 2 posts. This post shows the AO, the caustics, and the Fill/Bounce layers.

The next post shows the key and final comp.

For the AO layer, I did do some adjustments in PS for brightness and contrast. I found that it was just too dark. I may do another AO render after I adjust the settings for the shader in Maya.

I don't know if this is useful to anyone, to show the various layers. I might not do it going forward unless I make a drastic change to the lighting.

James

jgr77777
05-21-2009, 06:17 PM
And here's the key and final comp.

About the gray window. That's really transparency letting the 50% gray border show through. That pesky problem with PS deciding for you how to apply the alpha channel as transparency is the culprit. I have to work around it by letting PS do its thing with the alpha channel and then sort of matting in the background as the last PS layer.


James

badie
05-21-2009, 07:50 PM
Hi jojo1975
Using Cinema 4D 10.5 with VRay 1.1 on Mac OS X 10.5.7 ;)
I agree with U, but befor have to fix a DOF Problem…