View Full Version : Maya lighting GI and FG
Hi all,
For my first post in Cgsociety i wouldlike to get some answer about lighting in maya.
I have heard and see many ppl showing beautiful scene did in maya with beautiful shader and detail. And even some guys from big company like pixar clame to dont use fg or gi when they are working.
So my first question is what the best way to lighting a scene - exterior and interior - ?
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kanooshka
02-12-2010, 11:36 PM
Well, that's a very big question to answer and it comes up a lot. Here are my tips:
1.Practice
2.Study light and how it reacts in the real world
3.Take photographs with an SLR or DSLR camera, this helps you understand light, lenses and how it all works
4. Practice
5.There's lots of literature, I'd recommend Jeremy Birn's book Lighting and Rendering (http://www.amazon.com/Digital-Lighting-Rendering-Jeremy-Birn/dp/0321316312/ref=sr_1_1?ie=UTF8&s=books&qid=1266021127&sr=8-1)
6.Join in the Lighting challenges (http://forums.cgsociety.org/forumdisplay.php?f=185), that's what originally got me interested and observing
8.Practice!
Thx for the tips, im making a try. it ill be posting as wip soon as possible ;)
okay here i go,
this is a little scène that i make during the afternoon, my goal was to get a toon like render. So here is the base scene :
http://www.azziel-design.com/objets/wip/WIP_BASE.jpg
well nothing special here ^^
-Second the AO render :
http://www.azziel-design.com/objets/wip/WIP_AO.jpg
And the last shot with lighting and shader :
http://www.azziel-design.com/objets/wip/WIP_RENDER.jpg
Well this is it! critiques up
mister3d
02-21-2010, 07:58 PM
That looks cool! :)
kanooshka
02-23-2010, 02:32 AM
You're definitely off to a good start. Here's some feedback for you.
One thing I'm noticing is that the sunlight shadow is not parallel. When it comes to a light source as far away as the sun it casts parallel shadows. If you're using a spotlight try pulling the light further away from the window. For the most part your materials are very reflective. The monitor is more reflective than the handle of the fridge. You may even want to disable reflectivity for now in your render settings and focus on specularity only for the time being. I'd also recommend researching the fresnel effect a little, here's a link to start with: http://www.3drender.com/glossary/fresneleffect.htm (http://www.3drender.com/glossary/fresneleffect.htm)
The lighting on the right side of the table is a little confusing, for instance the left side of the mouse pad is very brightly lit but I don't know which light source would be causing that. The items inside of the cup could use a little more shaping with the light, they are looking fairly flat and evenly shaded.
Interested to see some more work and hope you care to try out the lighting challenges.
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