View Full Version : Lighting Challenge #2: niEt0

02-22-2006, 03:50 PM
Hi there, I went for the script number 4. I did it in Max+Vray and a bit of photoshop for radial blur (zoom). Materials and textures arenīt accurate īcouse I wanted to focus on ligthing, colors and composition, I hope you like it!

02-22-2006, 04:28 PM
Viewport screenshots.

02-22-2006, 07:15 PM
great job Luis, I think this one is my favorite so far..!

02-22-2006, 08:10 PM
Ta cryo_7!
Now īm working in other script, but if someone wants to comment this one it will be very welcome :)

02-22-2006, 08:35 PM
very abstract and inspiring!!!

02-22-2006, 09:10 PM
thx! anaskova! :)

Now this one goes for the script 2, similar software as before. Hope you like it :)

...and a perspective screenshot of the viewport.

02-23-2006, 12:04 AM
wow man... that's really good stuff..
keep posting those set ups. i can learn from them =)

02-23-2006, 12:18 AM
Hi Luis -

Nice work. A simple flashlight beam certainly is consistent with a horror/suspense look. In terms of feedback you might use more subdivision on that ceiling fan, the scaling on the brick wall texture could be taller, the doorframe could use some texture, and maybe the flashlight beam could be given a dim outer glow like a real flashlight.

Not sure on the script 2 yet, the bottle doesn't seem like a central focus enough for a drunk contemplating it, and I don't see the morning light except what's coming from the room behind us.


02-23-2006, 03:27 AM
Thanks for your encouragement and feedback! tomorrow Iīll try to fix those things you told me.
But I did another image for the script 1, let me see what do you think about this one.

and the viewport screenshot as well.

02-23-2006, 07:48 PM
I could not resit to go for script 3, instead to fix up the others images first :) , here it goes!

and viewport.

02-23-2006, 08:31 PM
Thats a great take on 3 :) Not sure how much the fan is helping in that one. It seems like you're losing a bit of wall/ceiling definition with it's position, and you don't really have a bounce onto the ceiling anywhere other then right behind it.

The aggressive drop shadow on Spock really make the characters jump off the poster, neat stuff :)

02-23-2006, 10:00 PM
Itīs true, fan and Spockīs shadow (the shadow is aready on the drawing) are not helping to the image, thx kary, I will add those things to the fixing list!

02-24-2006, 07:18 PM
i am really impressed by the overall result.
especially for script 2! good work man

but why did you delete the other walls?
when you delete walls, you will have less bouncing rays and photons so the scene lighting is far from real lighting? don't you think?

02-24-2006, 09:48 PM
The script 2 is is great! I love how your reflections are working, on the bottle and even on the sink faucets. Maybe the color on the table doesn't mix with the moonlight color as well as it could (the color on the tabletop could be changed), and it would be great if the shadows on the table were smoother and softer.

For the script 3, I guess the thing about making special effects work within all-3D scenes is that you don't want the whole scene to look like an effect, or else the special effect doesn't look like a special effect. Maybe if you could ground the rest of the kitchen with really solid looking shading so it looked like a believable real kitchen that just happened to have a dimensional portal outside the window, that would work better.


02-24-2006, 09:49 PM
but why did you delete the other walls?
when you delete walls, you will have less bouncing rays and photons so the scene lighting is far from real lighting? don't you think?

I think he hid the outer walls to show us a clear view, and the inner walls are single-sided surfaces.


03-01-2006, 02:11 AM
Sorry by the delay of posting in here, I was out of town for a short holidays. Tomorrw I will keep on posting, thx for the comments/critiques to all of you! :)

03-01-2006, 08:06 PM
Here they are, updating scripts 1 & 2, tell me what do you think now about them.
Royterr, yes, I just hid the outerwalls for the screenshot, but Iīm using it for rendering.

Script 1

Script 2

03-02-2006, 09:32 PM
Scripts 3 & 4. Hope you like it, if not... be harsh!! :)

Script 3

Script 4

03-03-2006, 05:42 AM
A couple of comments and questions on your scenes (which look terrific, btw).

Script 1:
I wonder if the reflection of the window on the marble table top might be a little too crisp?

Script 3:
The window kinda looks a little like a plasma TV now rather than a window. Maybe more depth beyond the window somehow would fix that?

Script 4:
Creepy! Reminds me of Silence of the Lambs and the X-Files.

All very cool stuff. Thanks for posting your breakdowns too.

03-03-2006, 10:15 AM
geesh.. script 2 looks beautiful.... how do u do that?? ahah
As for script 3, yes it does look like a plasma TV.
Maybe you can extend the purple light more and dim the green light?
So the purple like can be like creeping in u know?
Good stuff man! I love your lighting work.

03-03-2006, 05:40 PM
I always admired ur ideas and the way u bring them to life through ur lightings and ur cameras, ur work is always inspirational and there is something to learn from it always
Now let me tell you, it does look like a plasma tv... :)
keep the good work!


ps: Jeremy birn, is great to see u here! we had a couple of email echanges like 6 years ago! wow :) i always loved ur sofimage video, i still have it in VHS!

03-03-2006, 08:33 PM
Agreed with the above, a bit more of a role for that purple light would be nice. There is something a little weird about the city being that clearly defined while the moon is that intense, but thats probably just me.

Really great stuff man, the seperation you get in each script of the set is fantastic. Good angles, etc etc :)

03-05-2006, 01:31 AM
Awsome stuff man, your work is inspiring me to try my hand and some of these...

In the script #4 one the fog looks too flat and consistent to me, as if the volumetric light didn't have an inverse square falloff or it needed a stronger gradient to it. Right now it just looks like a uniformly dusty or hazy room with flat lighting through the fog. There's no law the fog needs to stay bright all the way until it connects with the cookie on the wall, it can get dimmer first and still look good I think.


03-05-2006, 03:55 PM
Congratulations again, these are great!

Script 1: Great. That edge in the foreground is kindof harsh and distracting, though, especially when you have a marble counter ending softly and then the table just cutting off so sharply into darkness. Maybe some of the light and marble texture could wrap around, or more subdivision could be given to the table? Something.

Script 2: Very solid scene. Doesn't hit you over the head with the theme of the script, but I guess it doesn't have to.

Script 3: Nice. I agree with others that the window could be better integrated. Do you need glass or to put window frames back or use those blinds? Or maybe just more sharing of light, purple rim up onto the fan (the one object that comes in front of the window) and more rim on rearby objects, purple in reflection on bottle?

Script 4: There might be some scale problems on the texture in that brick wall, and the floor has a "stair step" look to it that might be a gradient built into a hastily applied tiling map? I guess I agree about the fog, here and in the other one, the fog can be more subtle and more focused around the source a little?


04-19-2006, 12:51 AM
This is really for everyone who has been lighting a winebottle. Here's a thread from someone doing it the "easy" way:

It took him 5 hours to get that far, even with realtime raytracing??? :)


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