XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

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01-12-2007, 04:03 PM

-The thread is now open, to have a chronological index of all the old challenges. Pls post your work here if you would like to receive comment on old lighting challenge scene !-

This thread was closed January 5, 2009. Please look through to see a lot of work people posted, based on previous challenges.


01-13-2007, 03:44 AM
If have a nice, clean version of some of the scenes imported into your own particular 3D software package, I'd like to host more file formats.

For example, if you've imported Challenge #1 into Softimage|XSI or CHallenge #2 into Cinema 4D, and your scene could make it easier for other people with your brand of software to get started with your challenge, I'd like to share it.

If you have a challenge scene imported into another file format which would be useful to a large number of people, then please clean out any textures or lights that you added, make sure the objects are grouped in a logical way, compress the file as .zip or .rar, and send it to me.

If you have a website, just post here with the URL where the new file can be downloaded. If you need other ways to send a file, PM me and I'll reply with an e-mail address or FTP address for you to use.



01-13-2007, 03:06 PM
Hi.. I did this first challenge after I bought the lighting and rendering. I thought the first challenge has closed already. That's y I didn't post it. Thanks for the chance that provids by jeremy... I took all the real texture of all the fruits. And few spots lights point lights and a area light. Raytracing shadow map has been used here.. The grapes has done of mentalray sss shader... C&C welcome...

http://www.imagehosting.com/out.php/t125105_Fruit2.jpg (http://www.imagehosting.com/out.php/i125105_Fruit2.jpg)

01-13-2007, 07:38 PM
Great idea.
I've tried most challangest myself but due to time constraints I usualy don't finish them and hence don't like posting anything I know I'm not going to finish.
So here is an attempt to light the eye that I never posted. It was mostly done as a practice for inderect lighting setup and compositing via XSI's built in comp. This was the first pass on it and then life got in a way :)

IMAGE (http://s88710239.onlinehome.us/Comp_Final.jpg)

Here is the composite tree for this: Comp Tree (http://s88710239.onlinehome.us/comptree.jpg)


01-14-2007, 01:42 AM
Just did this today, had dabbled at the challenges before, never had time to finish one. Then I got Digital Lighting and Rendering for christmas, which is teaching me lots. Heres the fruitbowl, and I think Ill do another tommorow. Done in Cinema 4D, post in Photoshop. Rendered in passes.

http://img246.imageshack.us/img246/1623/finalqp7.th.jpg (http://img246.imageshack.us/my.php?image=finalqp7.jpg)

01-14-2007, 06:42 AM
Wow I couldnt even wait till tommorow. Well I guess technically its tommorow, but for me today hasnt even ended yet. Heres my go at the bottles challenge. Now Ill still have time for even another tommorow! Cinema 4D, multi pass, to Photoshop...
Whadya think?
http://img485.imageshack.us/img485/9264/bottlewk9.th.jpg (http://img485.imageshack.us/my.php?image=bottlewk9.jpg)

01-14-2007, 09:31 PM
Taxman9 - Welcome! Just because there are several challenges available doesn't mean you have to dabble in all of them. If you pick one thing that you'd really like to make a "portfolio quality" scene with, then you can focus on that for a while really make something you'll be proud of.

ShadowM8 - That's a nice eye! If you're going for perfection (and who isn't?) see if you can nail that transition between the tearduct and the eyeball. Look at a real eye and instead of a black line between them you tend to get a more organic gradient from the pink to the white. Maybe more of a close-up wouldn't reveal the lack of eyebrows and such, too?

Liumiao19820823 - Good work! I think a few parts are a little "glowy" like where the grape is under the banana but it still looks bright. Nice shadows can really help define some of those shapes better. The grapes seem to get reflected in the plate, while the cherries and orange are not reflected in the plate, you might want to look into why that is.


01-14-2007, 09:47 PM
Yes your right, I really should slow down and really put some effort and attention into one of them and make something half-decent... But im off to Florida for a week and a half so nothing more for me for awhile..

01-15-2007, 07:36 PM
Hello every one this is my image


01-16-2007, 02:35 PM
Taxman9 - Look forwards to seeing more when you get back.

Kain-Hazem - The texturing needs work, but you know that. In terms of lighting, I think the fruits need more shaping: some definition between a light area and a darker side. See how far you can get by lighting the whole scene with just 1 light, and adjust that light and its shadow to define the whole scene as well as possible. Then, after that, keep that first light as your key, and just add fill or bounce light to complete the scene, but make sure you really love your key by itself before you go on. You can post 2 images, the first showing just the key, if you want.


01-17-2007, 09:55 AM
Hi Mr. jeremy you are very nice man
this is my new image i hope it nice

01-18-2007, 12:17 AM
Here is a slightly updated version of my very late fruit bowl. I actually did post it a month or two ago on the original thread, but nobody saw it. I guess it should live here where it might actually be critiqued :)



01-19-2007, 01:39 PM
YourDaftPunk - I like your image! That's nice work already. I'm glad we started this thread so that everyone would see new posts. The bright highlights on the screen-right side seem a bit overdone and distracting, but maybe that's just the framing. I just edited this comment so it didn't sound like I was suggesting too major an overhaul, but I think the sense of directionality (having just one clear key light) could make the lighting a little stronger and simpler in that case.

Kain-Hazem - That latest image is very flat and bright without much shaping to the fruits, maybe try fewer lights and see if you can make a more simple and clear image.


01-22-2007, 05:51 AM
Thank for maintain open the old challenges.
I'm learning with the 1st one.

The Orange and grapes are procedural, all the rest is bitmap.
Tha fabric is a material downloaded from Maxon.


C&C as always are very welcome.

01-24-2007, 03:38 AM
Meteoro -

Good start! See if you can get things like the leaf to look more translucent, maybe just letting some green light into its shadow and brightening the less-lit side would do that. Making the grapes translucent is harder, either change the shader or use a volume light emitting a little ambient.


01-27-2007, 05:40 AM
I have tidied up my original attempt at the fruit bowl. My first go at it can be found here.


This is the new one.


Please believe me when I say the texture of the material that the bowl rests on is purely coincedence that it looks similar to Jeremy Birns.

I like the orange, grapes, the colour in the scene is a lot crisper, the cherries are cherryer.

Let me know what you think.


01-27-2007, 05:56 AM
Hi, well, until now I felt a little shy to share my opinion about other people work (because english is not my first language and I'0m new in this) but I think is nice to get an opinion from others, so I'll start to share my thoughts.

So buggsy take my words with a grain of salt.
Both are really nice images, the actual is much more reflec/spec and is an improvement imho.
The orange texture is better now, and the dof is good for me.

The cherrys are just fantastic but I don't think that match the rest of the image mood.

Well I will post an update, I change the grape texture, the apple and peach too.
I have to work with the leaf, is not finished yet.
I think that the frabric is not so good, maybe the next one I'll change it.


01-27-2007, 08:59 PM

Background changed, and the leaf textured.

Let me know what you think!

Edit: Jeremy, I can give you a c4d file of this scene to add it to 3drender.com. Let me know if you want it.

01-28-2007, 12:17 AM
buggsy - That's looking good! I think the highlight from the left makes me expect more of the light and shadows to come from that way too. Right now the shading on some places like the apple is brighter on the right, and the shadows are cast downwards. Maybe the highlight is too harsh in places, the cherries look somewhat like cough drops and the specularity map or reflectivity map (whatever's in the highlight on the apple) seems very high-contrast.

Moteroro - Nice scene! The sheen you're getting in some places looks good, defining the apple well. Some of the highlights seem a bit hyper, especially the ones on the bottom of the pear where the pear should be in shadow? I don't know what that shadow on those 3 grapes to the left is, but that looks strange. Rim lighting is nice, but in some places it goes too far, especially where it runs along both sides of those askdan fruits in the back.

Regarding the second one, the leaf texture is nice. I liked the old fabric better personally though. See if you can make the leaf look more translucent and get back the sheen on the apple like in the first image.

Sure, I'd be happy to host a C4D file (with just the models not the lighting of course) if you want to give me one. Send me a PM with its URL or PM me and I'll send an e-mail address.


02-07-2007, 08:15 PM
Hi I'm reading through your Lighting and Rendering book for a second time...Good stuff!! I thought I should implement some of the things I have learnt...starting with the good ol' Fruit Bowl.
I went with a classic still life painting style. I started by framing my shot, then lighting and then lots of fun with texturing...all Maya Proceeduals. I'm happy with the apple but the grapes were hard to get the translucence? correct.
Thanks for doing the book and the challanges they are great!

02-08-2007, 02:04 PM
I think that the frabric is not so good, maybe the next one I'll change it.

What? Noo! The fabric is the most realistic part of the image!


02-08-2007, 05:02 PM
1st and maybe the last try for this One ..


02-11-2007, 03:04 PM
Hope it's not too late. It already took so long for me to finish this.
(I'm thinking of fixing some area, and I just found
the front candle holder has no cast shadow...)
Any comments are welcome.

Thanks Jeremy and everyone at the original thread.
I really enjoyed and learened a lot from just reading it.

Maya(Mental ray), Aftereffects

02-12-2007, 06:56 AM
@CGmm - That's a lovely scene, thank you! (and I'm glad people are finally doing something other than just the fruit bowl in this thread!)

@SilentHell - That's nice, but I can't figure out what's going on with the table. It seems to be dotted with glowing dots that don't correspond to the candles or flames?

@jo_3d - Nice scene! The one on the right looks good, maybe the orange looks a little like paper mache instead of a real orange, but solid looking lighting overall.


02-13-2007, 11:41 AM
Hi all

this is a first try to make Glass Matrial

http://img174.imageshack.us/img174/2531/bottelkp9.jpg (http://imageshack.us)

Rindering on XSI 6 "4:30 Min" on BoXX Opteron Duo

02-13-2007, 06:37 PM
Dunno how "haunted" I can get it but... it's a hallway..... ;)




02-13-2007, 11:45 PM
The .obj imported into Carrara Pro 5, which i recently acquired. I had to smooth a couple of the bottles. The wall, window frame textures are mine, rest are Carrara shaders, most I had fun playing around with. Use caustics @ 20% and a glare effect. not exactly perfect, but i'm still learning this more advanced program. off to read the manual...heh

02-14-2007, 03:29 AM
Moteroro - Nice scene! The sheen you're getting in some places looks good, defining the apple well. Some of the highlights seem a bit hyper, especially the ones on the bottom of the pear where the pear should be in shadow? I don't know what that shadow on those 3 grapes to the left is, but that looks strange. Rim lighting is nice, but in some places it goes too far, especially where it runs along both sides of those askdan fruits in the back.

Regarding the second one, the leaf texture is nice. I liked the old fabric better personally though. See if you can make the leaf look more translucent and get back the sheen on the apple like in the first image.

I agree with your comments. If I find some time to spend on it I'll post here the results

What? Noo! The fabric is the most realistic part of the image!

I missed your comment, Lol, yeah I think is more reallistic too but I was not sure if it was nice.

02-14-2007, 04:33 PM
@L33tace - Good start with the bottles. For the "perfect" glass look, make sure you have things to see through the bottles and to reflect, then zoom in and do quicker renders with only 1 bottle visible, until you really have the glass shader working well, before you zoom out and show lots of bottles.

@BsBs - That wine bottle looks great. In terms of mastering glass, in a non-black environment it's what you see through it and what you see reflected in it that make-up a lot of the look, so maybe you should move it into the kitchen scene or something.

@MasterZap - The shading and bounce light on that skull looks terrific. I really like the solid look of the wood-plank floors, too, even if the textures do see to continue from one board to the next. On the lighting in the hallway I'm not really sure where it's going yet. I think one way to make a great leap forwards in lighting the hallway would be to do some research first, maybe search flickr or pbase for architectural reference pictures of corridors or hallways, and make something closely based on drawing inspiration from a real corridor or older building.


02-14-2007, 09:53 PM
Thanks for the comment and for the tip Jeremy. :)

02-15-2007, 09:55 PM
Here is the first round of my fruit bowl. Would love any C&C.

02-16-2007, 04:27 PM
@CourtneyCasper - That's a terrrific image! I wouldn't change much if I were you, overall the lighting is nicely balanced as-is. There's on hard-edged shadow on the plate that could be fixed. The saturation leaves me wondering: there are lots of places where the fruit is going gray, as it get darker it moves into a reduced saturation grayness, I wonder if there could be a warmer color in the bounce light from the plate or a little occlusion with a warmer dark color. Also, the background is very saturated and monochromatic, maybe working that down and maybe having it mix the hues and saturation up a little would add to the scene.


02-22-2007, 03:34 AM
hi all! ahh it's good to be able to post again, it's been 2 months since my last post. Anyway thanks jeremy for opening lighting challenge marathon. These are 2 different shots of the first lighting challenge that i have done about 5 months ago. I have put it in the first challenge forum but still no comment from anybody, so this is a chance for me to have comments on my renderings.

Shot #1 : Fruits in the dark


Shot #2 : Fruits & Fridge


well, i think that's it. cheers..

02-27-2007, 02:01 AM
heres my try on the fruit bowl

tell me what you think

03-02-2007, 02:57 AM
neonbulbs - I love it! The "story" idea of the two images, one at night and one with the fridge open really shows a great level of control and ability to communicate with your lighting. They are both believable and on-target!

HDChris - Good start. Right now it looks underexposed. Even if you are trying for a "night time" look or something, there should still be some highlights or rims or kicks to bring out the contrast in the image.


03-02-2007, 08:27 AM
hi _ this is my try on candle challenge



03-02-2007, 09:24 AM
i never post my render :(

kitchen challenge :

Bottle collection


c&c are welcome


03-04-2007, 10:20 PM
balou - The kitchen's off to a good start. There are some strange light leaks glowing from behind the counter and the left corner, and strange inverse-shadows behind the counter knobs, so I think something's strange with the GI. The vertical thing was supposed to be paper towels. Your bottle collection needs work. There's a lot of diffuse shading or something making the glass look frosty in places, but we aren't seeing through enough layers of glass to really see through several of the bottles at once. Try test-rendering with fewer bottles until you're sure you've nailed the glass shader.

ashisa - Good start. Try to make the shadow much softer, so you don't see the hard edge of that circle around the candle at all, make a bigger flame to motivate all that light, and put a little glow into the top of the candle to simulate translucent wax. Just some extra ambient light near the top of the candle can be all it takes to look like the flame is glowing through.


03-05-2007, 11:10 PM
Hey all. I am working on the fruit bowl. I figured I would get some feedback at this stage before I get too deep into this project. I know there are some artifacts and such and I still have to add the grapes but I am mainly looking for advice on the composition, lighting, and materials up to this point. Thanks for your time and honest feedback.



03-06-2007, 07:21 PM

Hello, all.

This is my try of candle scene with maxwell render.

The candle flame is worked in photoshop.


03-07-2007, 04:32 AM
sandykoufax - Nice scene. I like the background, and the overall lighting is good. The shadows look very hard-edged, and candle-light is usually softer shadows than that. The top part of the candles needs work. The texture should change for the wicks, and the top of glow of light through the translucent wax doesn't face off believably.

oxygencube - Good start. The shadows from the fruit could be softer, almost like the edges of the cookie. Some of the shaders still need work, especially getting some gloss and shininess to the apple.


03-07-2007, 12:39 PM
Hey all,

After reading the lighting challenges during months... I started working on the fruit bowl scene. I will keep working on it fixing some minor things like the leaf... adding more SSS...

The render was done using 3dsmax+vray and some photoshop tweaks. I have not use the vray's GI...


C&C wellcome...


03-07-2007, 03:29 PM
Tomas - Good start. There's something very strange about the shadows and occlusion in the scene. First, a lot of the shadow areas go too dark, diving all the way into blackness under the leaf of the apple, or on top of the reflective plate underneath a cherry. Then there's a white fringe, a bright edge right at the core of some of the shadows, you can see it along the bottom of the orange and where the bunch of grapes touch the plate especially, try to debug that issue.


03-07-2007, 05:36 PM
Although I've only just started this, I thought I'd post it since it's interesting to see these things develop. This is my first attempt at using Renderman Artist's Tools, and just for the sake of it I'll endeavour to use procedural textures as much as possible. So far I haven't figured out how to connect bump/displacement nodes into the graph, so if anyone can suggest any RAT tutorials anywhere I'd be glad to know. I can see from the work of CourtneyCaspar, Neonbulbs and Oxygencube that I've got a bit of catching up to do; great images, guys.http://i158.photobucket.com/albums/t118/andystopps/fruit_01.jpg

03-08-2007, 12:06 AM
Hello, thanks for keeping all the old challenges alive. Here is my work so far on the fruit bowl:
Rendered in Lightwave using several area light's and background only radiosity.



03-08-2007, 02:45 AM
Thank you so much for you comment, Jeremy.

03-08-2007, 03:44 AM
How do I light this scene? How do I get the image to fade as it gets furthure back? No idea.

03-08-2007, 06:51 AM
andystopps - Good start. So far it looks a little bright and very evenly lit.

Chrisdc - I don't know what "background only radiosity" is. It's off to a good start with the materials and textures. The lighting looks very frontal and could better define the forms if more came from the sides.

doodlerboy - Check your software's documentation or ask on the software's discussion forum for basics about how to do depth-fading and fog and so on. In terms of general approaches, I hope reading through the thread about that challenge and looking at people's tests and breakdowns and discussion of techniques will all be useful to you.


03-08-2007, 12:30 PM
hi Jermy...

im try to fix the shadow and this is it..

i have to fix the fire but .... how???????????

03-08-2007, 01:14 PM
this is my first post in CG talks the site is really cool can learn a lot from the pro's this is what i did of with my knowladge using maya and photoshop http://www.geocities.com/viskamstudios/1.jpg

03-08-2007, 01:18 PM
this is my first post in CG talks the site is really cool can learn a lot from the pro's i did this off with the knowladge i had in maya and photo shop


03-08-2007, 06:24 PM
Hi everyone...

I just started working through Jeremy's book, and have been reading through the old challenges- it's great, I've learned loads already! Thanks to all of you who are participating in this thread, and especially Jeremy.

Anyway, here's my bowl of fruit. I'm using Vue Infinite- that must be an odd thing to use; no one else in these challenges uses it, it seems. I'm a total noob and that's the only 3d software I've got. When all you have is a hammer, everything looks like a nail...

I've got lots of issues (some of them have to do with this scene :) ) but in particular, the shadow on the pear is driving me nuts. :scream: I'm not sure what to do to make it better without ruining the overall effect.

Cheers, and thanks for any feedback!

03-08-2007, 10:19 PM
Hi Viskam,

I love the Che Guevara pic! And the smoke rising in front of him makes a really nice composition.

Your candle flames look a bit like natural gas flames, though... can you fix that to make them look more like natural flame?

Seeing your work makes me want to do that challenge- just after I get over being obsessed with fruit. :p


03-10-2007, 12:56 AM
Here is my try at the candle scene. I didn't get around to putting an image in the frame yet and didn't give much attention to the incense. I was mainly focused on getting the candle and flames right and the lighting from them. This was my first try at rendering in passes. I had four passes that I combined in photoshop (Shadow, Ambient Occlusion, Flames and Everything Else).


03-10-2007, 09:28 AM

It is another scene rendered with maxwell render.

Render time is about 2hours.

No post processed except level adjustment.

and ashisa,

I like your burning coil(?) and smoke.

It's a really cool.

03-10-2007, 10:31 AM
hi elenmirie

thankz mate for the comments regarding my work .... ayaiii ...i wanted the flames to look like gas flames cos i wanted to make the sean a bit ... different than than the real thing .... though i never achived my goal of realizam ... still ... i think for my knowladge leval what i did was good enough ..... yap me too i like che a lot and bob marley too .... thankzagain for the comment see ya bro ...


03-10-2007, 11:33 AM
ashisa & viskam - Flames get more realistic if you render them as a separate layer, so that way you can add or screen them over the rest of the scene, and they never make the background darker only brighter. You can also make a nice glow around the flames by screening blurred copies of the layer over the scene again. Candle flames are transparent in the lower part of the flame, look closely at some real ones, you want to make that bottom part transparent so it basically goes away at the bottom instead of looking solid.

ashisa - That could use a little more indirect or bounced light, at least a tiny bit of warm fill in the area around the candles.

viskam - There needs to be more shadows or occlusion where the candle bases meet the table for a solid sense of contact. I don't know what all the bright stuff is on the vase, if that is a reflection map or something else, but it doesn't look believable.

elenmirie - Good start. Some parts are over-lit and it'll need more bounce light eventually. Is that a problem with the shadow bias too high that's breaking the shadow on the pear? If not you could try adding some other models near the top of the pear, maybe inside it, to see if they can cast shadows.

sandykoufax - Great start! The part above water looks good, but is very flatly shaded. Objects like the hat and the posts should be made of nice gradients that define their shape. Underwater looks too clear, we need more murk or fog to fade with distance and some particles or DOF could help too if possible.


03-10-2007, 02:20 PM
hi jeramy

thankz so much for the tips and tricks & pointing out the mistakes which i have done i'll try to do my best to correct them and use the tips and make out a good render .... many thankz again

03-11-2007, 06:45 AM
Thanks for advise, Jeremy.

It's a 2nd try of the same scene


03-11-2007, 07:41 PM
I've done a bit more on this, working on the shaders mostly, though I've added a bounce light underneath the scene. I spent a fair bit of time on the grape shader set-up, messing about with sub-surface scattering and what-not. Unfortunately what looked pretty grapeish on the LCD monitors of the university workstation I was using, looks more like a pile of olives on my own CRT monitors. The peaches seem to have turned into tomatoes as well...
That's a handy tip about how to do do candle flames, Jeremy. Very timely since I am working on a project at the moment that includes a couple of candles. Talking of which yours are looking good, RobbieBaker.


03-11-2007, 09:52 PM
andystopps - See if you can simplify and go closer to one key light and its shadows in a very clean render. Right now there's too much bounce on some things, it looks especially sourcy on the orange, and there are these extra rims on the grapes that seem out of place. There are hard lines on the fabric background and some of the grapes that might just be in the texture maps. Some of the stems appear to be glowing. There's a strange outline around some of the fruits in back, I can't tell where that's coming from. Anyway, you don't want things to look overworked from too many separate lights and too much cheating, because that can all add up to an image that isn't believable.

sandykoufax - Brighten up the things that got darker. I don't really see the gradient with distance underwater yet. I see some lighting on the posts, but it should go from the bright warm sunlight into the cool blue sky, not just medium gray to dark gray. Does the sunlight hitting the hat cast a shadow?


03-11-2007, 11:20 PM
Hello, thanks for your comments on my last image. In retrospect I fell I was approaching the problem without any clear idea of what I was aiming for, so I have now started again with a new lighting setup, as well as adjusting some of the materials in the scene. In this new image I have attempted to replicate the look of natural light falling on the fruit.

This is the rendered image:

Backdrop radiosity (I mistyped background before) as a rendering option in Lightwave. When it is activated Lightwave uses the background image as an image based light source with occlusion, but no bounce calculations. I am still using this in my new setup, but at a much lower intensity in an attempt to get away from the flat lighting you mentioned before. I am also using four area lights and a couple of spotlights as shown:

Thanks again for all help provided,


03-12-2007, 07:16 PM
Hi guys,

I'm getting started on the lighting challenges, so here's my try at the first one. The textures are done in photoshop with photo bases, some paint layers, and a few adjustment layers. The lighting was done with mental ray.

I would appreciate any feedback. Thank you very much.

03-12-2007, 07:22 PM
Ooookaay, well that didn't work. I uploaded the image but it's not showing up. Could someone please tell me how to post my image entry for the fruit bowl challenge? Thanks

03-14-2007, 01:05 PM
jcsilvar - On the download page there's links to threads with posting help.

Chrisdc - It looks like you have a bit too much bounce light from the cloth and environment, but not enough bounce light between fruit, such as from the apple to the left side of the pear. Try to make the leaf look more translucent, and see if you can get the highlights on the orange to be white, just to punch it up a little. Your light outline in mentions a rim light, but there's no rim light in your shot, maybe it could actually use a little rim on the left of the grapes?


03-14-2007, 08:14 PM
Jeremy I've been looking in all the forums and I still can't find any info on fog. Can anyone just give me a straight answer on how to make the under waterlook like it fades in the distance? This is really hard for me guys.

03-14-2007, 09:05 PM
Thanks for the advice, I'll work on the areas you mentioned. Doodlerboy's post reminded me that I've been forgetting to mention that I've been using a small amount of fog in my scene as well.

Doodlerboy - If I may I'll make a quick comment on your fog issues. I suspect you'll find much more information about fog in your software's documentation then you will here on CGTalk. You mention using Maya in one of your old posts. Assuming this is what you are using you may like to search the online documentation (online here (http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=8782084)) for fog. I have very little Maya experience, but the environment fog page looks promising to me:).

03-15-2007, 02:39 PM
hi all, those are great entries guys! this forum is really great to keep on sharpening our lighting skills. by the way thanks jeremy for the comments, i really appreciated it. I also got a question, i know that maybe this is really not related with this particular subjet but do lighting artist need to work with calibrated monitor, especially the one that used software like equaleyes that can apply custom LUT to the monitor? Maybe you guys who have more experience in big studio can answer my question (especially you jeremy.. :)), cause i kind of a at lost here and if any of you can help with it, i really appreciate it.


03-15-2007, 03:29 PM
neonbulbs -

Be careful about doing too much custom work to your monitor, or else you might see images differently than everyone else who looks at your posts. Of course people in larger companies calibrate all the monitors, and some studios have special colorspace requirements, but I don't use any custom stuff at home, and I have the color management in Photoshop turned off so images won't look different in Photoshop than in other windows.


03-15-2007, 11:53 PM
I am very new to lighting and shading (i mostly just create models) but i have to learn how to do it someday... Here is what i have so far... C&C welcome

03-16-2007, 11:56 AM

thanks alot for the advice jeremy, i really appreciate it. but how about when we trying to put the image or animations into other format, let's say like a video to be played on tv. Do the color from the image that we rendered in cg will change?


03-18-2007, 04:39 PM
Thanks for your suggestions Jeremy, I have tried to tidy this up a bit; many of the odd effects were due to me getting carried away with the ability to add lots of layers to Slim's Deluxe shader - three different rim effects aren't necessarily better than one...I think I've got that out of my system anyway, and am now trying to figure out how to use the Renderman coordinate system. I haven't yet found anyone here at Teeside University who knows how to use Renderman and most of the info on the net is either aimed solely at RfM, or is strictly for programmers and incomprehensible to ordinary mortals like me.
With regard to monitors, I've found the best thing is to view a test image on a selection of different ones (both CRT and LCD) and then try to adjust my own to some sort of average. Not perfect but the best one can do. I've found that encoding for DVD removes a lot of subtlety from colours. I don't know whether you can adjust for this at the encoding stage, I've found it best to increase saturation first - getting it right is a matter of trial and error.

03-19-2007, 08:51 PM
Hi, thanks for previous comments. I've had another go at the fruit... I deleted my previous lights and started again applying some of the things that I've learned since. I can say at least that this version took 7.5 minutes to render and my last try took over 2 hours! (and I didn't know why.) So I must have learned something. :)

So here is Yet Another Bowl of Fruit v2... c & c welcome!

03-19-2007, 10:46 PM
I've been working on this to learn some mental ray and hopefully use as a reel piece. Any C+C more than welcome. Thanks!


03-20-2007, 04:32 AM
So, this is the first pic I post on this forums. I thought, I should try the lighting challenges and start with the first one: the fruit bowl.

For the first attempt, my goal is to get a somehow balanced lighting... nothing dramatic but balanced. Materials are the first try, still a lot to do there...

So, this is the overall render:

This one shows the main light:

This one shows fill light (main-light colour):

This one shows the red one:

And the last one for the blue:

Cinema4D & MaxwellRender 1.1.

It would be great if I could get tipps and hints.


03-20-2007, 08:30 AM
hi i'm new there and i'm studying the book so i decided to do try the challenges.. the first is the fruit bowl and so i prepared the scene for xsi.. unfortunately i cannot link it but if jeremy is interested i cuold pass him so he can put it on the mainpage :)
thanks :)

ps: sorry for the bad english :D

03-20-2007, 02:44 PM
Just revisiting this one; Rendered in Lightwave 9.2 using some of the new material nodes. Bottles using Dielectric and the milk bottle using Delta.


03-21-2007, 08:35 PM
Please... Could s.o. comment my fruit bowl attempt?
I worked just a bit on the materials since last (first) posting from page 5.
I really would like to know about the lighting in terms of the "balanced" aspect.
The more I look at it the harder I find to judge on that.. so please... would you help with crits...? Thanky you..

Same light config as on page5 ... 1h render... c4d+maxwell1.1...



03-21-2007, 10:56 PM
mesutcapkin - Nice scene! It looks very evenly lit. For some of the fruit this is OK, because at least the highlights and reflections give a hint of directionality, but the bananas are completely flat so much that they lose their shape, try to give them more definition. For your background instead of bright-over-bright (lemons over highlights) and dark-over-dark (grapes over darker areas) try to swap that and do light-over-dark or dark-over-light so the foreground pops out more. The background looks good overall but really the whole back part could probably be brought down a little in brightness.[/url]

mbeazley - Keep going! Work on shadows and reflections. (http://forums.cgsociety.org/member.php?u=214299)

danharing - Nice scene! Right now it almost looks as if the walls are painted green, but painted black in the cracks and corners. If it's supposed to be green light, then ease off on the occlusion and put some more green kicks and reflections on other surfaces it would hitting coming down.

elenmirie - As a good starting point, try to light the whole scene with 1 light, maybe a spot light, and get nice soft shadows and a sense of shaping and directionality. Then, only after you've got the main light, consider fill or bounce lights to fill-in the areas it leaves black.[url="http://forums.cgsociety.org/member.php?u=84876"] (http://forums.cgsociety.org/member.php?u=271394)

andystopps - Try to get more consistent lighting on all the fruit, without the unmotivated rims. You might shift the key light forwards a little so the terminator on the orange goes curved instead of straight like that.


03-22-2007, 12:58 AM
Hi Mesut.

Here's some constructive criticism on your render. There are several issues with the image: one of the things that kills it for me is the textures. In my opinion, the bump map on the bananas is too high, and also the actual texture map just seems really out of place...it looks like an alien fruit to me...I wouldn't eat those bananas if you paid me, man! ^^

Also, the materials on the apple and pear look strange...they look like they're made of metal and the paint is peeling off. The grapes however look really good...you might want to add a bit of translucency to the material so the light filters through.

Finally, you're getting some distortion on the cloth texture (towards the background). The thing is that when you're rendering a scene so up-close, you really gotta watch all these details 'cuz there isn't much you can get away with.

Anyway, like I said before..this is just my humble opinion. I'm not a lighting master or anything...but I am also on the path to kick-ass lighting and I know how hard it is and how much it helps to get all the help that one can get.

Juan Carlos

03-22-2007, 01:09 AM
Hey guys,

I'll take the chance to post my render of the fruit bowl since last time I didn't get the file to upload. So, here it is. Please let me know what you think. All comments are most welcome.
Thanks so much guys!

03-22-2007, 05:04 AM
hi all! so glad that we can post our latest work even though we all already late for wips. Ok this is my wip for haunted hallway. most of the objects are not shaded yet, lots of them used procedural textures because i have only limited time to texture them :). My aim for my WIP is just to show how's my lighting impacts the whole scene, any C + C is widely welcome.


Ok thanks... cheerss and happy lighting.. always :buttrock:

03-22-2007, 10:15 AM
hi Jeremy,

Here is My First try at lighting,directly Jumped into challenge 6 ,i found the candle scene more interesting than the others , will work on the others also,
the challenge 6 forum and the 3drender gallery was very useful ,thanks for that
C&C are most welcome!

Rendered in Maya MR with FG.


03-22-2007, 10:51 AM
Hi Jeremy, This is my first post in Haunted Hallway

03-22-2007, 01:24 PM
Hey everyone. This is my latest attempt at the four scripts scene. It's not done yet; there are still a few things untextured, but I was just looking for a few comments before I go too much further.

Let me know what you think. Thanks.


03-22-2007, 03:02 PM
Hey Patrick.

Here's a few pointers. First, you should reduce the bump on the floor tiles...it is too much. Also lower the reflectivity on the sink. Oh, and one more thing...since you're making the bottle that transparent, you should try to show the caustics effect. Try using raytraced shadows if you're rendering with maya software. If you go with mental ray,then play with the caustics settings.

Hope this helps!

03-22-2007, 11:10 PM
Thx jeremybirn & jcsilvar for your reaction. It helps a lot, trying to see what others see...
Once again... if you're not too tired of it... comments and crits would help a lot...

First of all, here's the overall render. After the text, you can see the individual light sources.


"...but the bananas are completely flat so much that they lose their shape, try to give them more definition. ..."
-That issue is giving me a hard time I must confess... I tried hard but did'nt really manage to give them more shape... the bananas tend to loose their shape when the key light comes from left of them... is there really no other chance then changing the positition of the main light to somewhere else then left of the bananas (from our point of view)...

"...For your background instead of bright-over-bright (lemons over highlights) and dark-over-dark (grapes over darker areas) try to swap that and do light-over-dark or dark-over-light so the foreground pops out more. ..."
-I tried to do so... hopefully it had the wished effect.

"...The background looks good overall but really the whole back part could probably be brought down a little in brightness. ..."
-Lowered the light in the background.


"...one of the things that kills it for me is the textures. In my opinion, the bump map on the bananas is too high, and also the actual texture map just seems really out of place...it looks like an alien fruit to me...I wouldn't eat those bananas if you paid me, man! ^^..."
- :) Yeah ok... it should become s.th. like 'rotten bananas', so you shouldn't be eating them anyway ;)... but I didn't put much effort in materials yet, 'cause first I wanted to get the lighting proper... but I changed a few things anyway....

"...Also, the materials on the apple and pear look strange...they look like they're made of metal and the paint is peeling off..."
- Changed that a bit... but I guess it's still not too convincing... I'll deal with materials later. After lighting...

"...The grapes however look really good...you might want to add a bit of translucency to the material so the light filters through..."
- There's SSS going on, but I guess I would have to wait my entire youth for it to show... ;)

"...Finally, you're getting some distortion on the cloth texture (towards the background)..."
- Yes... that's an issue I couldn't solve. The model I downloaded was missing some uv-coordinates. If I could get them straight, the stretching would dissapear I guess.

The Lightsources:






03-23-2007, 02:54 AM
[/url]mesutcapkin - I really like the bottom one in your post, the one where they are lit from above. That image almost works by itself. Maybe try making that a little brighter, making all the other lights about a quarter as bright? Especially the lights that are hitting the background a lot, you can bring those way down and not lose anything.

PDuff - That's a nice scene. If you're going for the "romantic" one, maybe you could simplify the color scheme a little, make the windowsill light more of a blue instead of a green, so you have just blue moonlight from the window - maybe just changing the material color for the windowframe would do this. For the metal on the sink you could lower the diffuse or use a darker material color, so it's really just the glints and reflections that you see. If looks as if we aren't seeing shadows inside the bottle or in reflections, probably the ray depth limit is too low on your raytraced shadows. A rim light or thin bright reflection of the moon could really help bring out that bottle.

neil09 - Good start on the textures! Now work on the lighting! Where is the light coming from? Will some areas be bright, some darker, with some contrast?

warriorash - Nice scene! You need much softer shadows to make it look like candle light. Also, try to fix the crooked reflection in the lower left of the picture frame. Maybe the background is too evenly lit, and darkening it around the edges would help vignette the scene. If you slide the short candle to the right, it won't have that tangency with the one behind it, and the composition will be stronger. Maybe a bit less diffuse on the gold material will make it more metalic?

neonbulbs - Good start. Maybe you can find a background image to see through the window. The spec highlights on the window frame don't work for me, maybe if you want highlights add some glass and put highlights on that. The green and purple and very uniform in brightness, and I can't tell where they are each supposed to be coming from.[url="http://forums.cgsociety.org/member.php?u=187847"] (http://forums.cgsociety.org/member.php?u=186936)

jcsilvar - Nice scene! Parts of it are working already. Just the bananas and orange are over-exposed, and maybe some of the grapes. The apple is actually a little dark. Maybe some nice reflections on the apple and cherries would help liven them up?


03-23-2007, 04:21 AM

Jeremybirn, thank you again for keeping in touch.
You meant s.th. like this? :

Hm... somehow it looks as if the fruit bowl had been masked out of somewhere else and copy/pasted onto the new red-ish background. I seems that the turn-down of background light intensity down so much generates an enormous contrast, so the bowl popps into the foreground too much.
But... what do I know...? After so much light intensity and position tweaks I can't tell really. *Colours everywhere... :)*
Maybe - if lighting is s.th. like ok for now - i should start tweaking the shaders...

As always: crits/comments are very welcome.


03-23-2007, 04:57 AM
Thanks for the comments, guys. I noticed the green light problem, but haven't really been able to do anything about it. It's a problem with the global illumination, but I can't seem to do anything about it. When the bottle isn't in the scene there's no problem. My global illum accuracy is pretty high, so I don't think that's the problem. I was thinking about increasing the amount of photons, but I'm not sure if that will work. Maybe someone has a clue about that?

As for the caustics on the bottle, I was also thinking about doing that, but I wasn't sure if moonlight would be strong enough to make caustics visible.

03-23-2007, 06:22 AM
Thanks Jeremy for the suggestion, I am working now on the fruit bowl. Very soon I will post the modification of Haunted Hallway.

03-23-2007, 06:44 AM
mesutcapkin - I see what you mean about the bowl not being well integrated. The cloth under the bowl gets a lot of occlusion, so it goes black, with no bounce light from the bowl or anything. The bottom of the bowl doesn't get much occlusion, it stays bright right up to where it meets the cloth. A "crack" like that between things should usually have consistent amounts of occ and bounce light on both surfaces. Tweaking shaders could be good too, some things look off-color and the apple seems almost moldy from the way it reflects all this blue but doesn't reflect the fruits right next to it.


03-23-2007, 05:26 PM
Just thought I'd bung this in quickly before having a crack at the spaghetti creature. I've tried to cut the excess rim light back as per your suggetions Jeremy, and I spent some time tweaking the grape material, although they still look rather waxy to me.

03-24-2007, 12:27 AM
andystopps - Nice job. I think you can see a lot of places where the materials and textures could improve. Some fruits reflect in the plate, some don't seem to be reflected in the plate, and most of the fruit doesn't seem to reflect other fruit or be reflective at all. The lighting's pretty good overall, except maybe the rim light on the grapes that are next to the banana is unmotivated.the banana is getting over-lit, and the orange could use a brighter whiter highlight. I'm looking forwards to seeing you in the next challenge.


03-24-2007, 05:59 AM
My first entry in fruit bowl challenge. I tried to make it with toons shader.

03-24-2007, 09:22 AM
Hi Jeremy, I am now working with a realistic view on Fruit Bowl. May be I am bit confuse what kind of shader or material shoud I use for fruit skin. Which will look very realistic. Just I need a suggestion.

03-24-2007, 11:34 AM
Hi Jeremy, thanks for being patient with a learning noobie.

I've had another go, using only one light as you suggested. The first image has no ambient light, and the second has a little ambient light added.

What I think I need to do next is to add a fill light from the opposite direction of the main light to light up the other side of the fruit, some of which are unnaturally black. Is that right?

c&c welcome

03-24-2007, 11:53 AM
neil09 - Try using any ordinary material or shader: PhongE, Blinn, etc. instead of the flat toon shader. (You didn't say what software you're using so I just listed some that are in Maya to answer your question.)

elenmirie - I like the first one better (no ambient light.) Work on getting reflections added to it. Then, after the reflections look good, eventually you'll need some fill and bounce lights too.


03-24-2007, 01:15 PM
Thanks Jeremy, I'm really looking forward to the next one. Think I'll use XSI/MRay - it should seem quite restful compared with Maya and Slim...

03-25-2007, 08:31 AM
I had a lot of fun working on this piece. I used Maya 8.0 and the textures that I used are from www.texturama.com (http://www.texturama.com), except for the floor, I got that one from www.cgtextures (http://www.cgtextures).
Ok, In this image I am using Mental Ray and Global Illumination.
Thank you guys. Any comments are very welcome.

03-25-2007, 08:36 AM
gato3d - What you posted is mostly a black image, with only a circle of light on the floor and a few streaks of texture on a wall to the right, so it's hard to tell what you're trying to represent.


03-25-2007, 08:51 AM
Hey Jeremy,

Let me know if you are able to see this one. Thanks

03-25-2007, 02:52 PM
gato3d - A bare bulb hanging in a shade like that would light most of the hallway, coming up the wall almost to the height of the shade - it wouldn't cast a circle of light on the floor that was any brighter than the walls. Test the direct light without GI before you turn on GI. Then, GI will help fill in some bounce light, such as the light that reflects back up to illuminate the ceiling or extend the illumination above the point on the wall that the direct light came to.


03-25-2007, 07:37 PM
Hey Jeremy,

I just want to say thanks a lot for your comments. I am working on the changes that you recommended right now. I started over thought however I am having a great time working on this mini challenge,


03-26-2007, 04:48 AM
"warriorash - Nice scene! You need much softer shadows to make it look like candle light. Also, try to fix the crooked reflection in the lower left of the picture frame. Maybe the background is too evenly lit, and darkening it around the edges would help vignette the scene. If you slide the short candle to the right, it won't have that tangency with the one behind it, and the composition will be stronger. Maybe a bit less diffuse on the gold material will make it more metalic? "

hi jeremy thanks for the comments.. here below i have worked on the flame and the shadows, i think there is still something wrong with the metallic candle holder.
any way this time i didnt use any fancy renders, its done in Maya Software renderer with raytracing shadows ofcourse.


03-26-2007, 04:52 AM
warriorash - The shadows still look completely hard-edged, razor-sharp. (In raytraced shadows from Maya point lights you just increase the light radius for softness and shadow rays to smooth out the dithering.) Also, the candle flames don't look right in reflections, as with the reflection in the vase.


03-26-2007, 06:13 AM
neil09 - Try using any ordinary material or shader: PhongE, Blinn, etc. instead of the flat toon shader. (You didn't say what software you're using so I just listed some that are in Maya to answer your question.)


Hi Jeremy, Thanks for your suggestion. By the way I am using 3D Studio Max 9.....

03-26-2007, 03:42 PM
Thx jeremy for your helping hand so far...
But I guess I'll take a break on this one for a while... maybe after looking on some other challenges, I'll get a more relaxed perspective on this and get back to it with more and/or fresh ideas...



03-27-2007, 12:30 AM
Hello, I'm new here and I decide to try this challenge. So I made my first attempt of the fisrt scene. This was rendered in Blender 2.43, using Render Passes and Nodes using Blender Internal Renderer.


03-27-2007, 04:41 AM

Thanks so much for the feedback. I somehow missed it and kept checking back on the new posts. I appreciate your comments. The blackness in the corners is actually part of the texture. I wanted the idea of some sort of mold stuff growing, but I agree with your point. I'll have to figure out a way to fix that. In the meantime, thanks again, and I look forward to working on the crazy new one too.

03-27-2007, 06:31 AM
Hi there Jeremy,

Here is the Hunted hallway with the changes that you recommended me.

I got rid of the the circle of light on the floor that was kind of brighter than the walls. It looks like the GI is bouncing more evently around the room but leaving the back a little dark which is what I wanted.

Once again thanks for the suggestions.

03-27-2007, 10:59 AM
hi jeremy, thanks for the comment on my previous rendering. I agree with you, it was kind of dull and flat because there's no definition where the lights are coming from, so this is what i have came out with


I change the light to come from the top of the room and i also change the mood of the lighting to match the background. thanks for the suggestion to use the background to fill the void from the window, it helped me a lot to bring ideas on how to light the scene.

so please,... any C + C are very welcome

thanks a lot


03-27-2007, 11:30 AM
Good job donny!
Only one comment about the light needs more definition. The rest is great.
Keep it up and have fun!

03-27-2007, 12:12 PM
Hi Jeremy, You are very nice and very helpfull man. Specially I love your 3D Lighting and Rendering Book. I just recived that book last week. Already it helped me lots.
I had modified my entry in fruit bowl following your suggestion. I just used blinn and pong shader. If any changes you think please suggest me. I am using 3d Studio Max 9.

03-27-2007, 01:19 PM
"warriorash - The shadows still look completely hard-edged, razor-sharp. (In raytraced shadows from Maya point lights you just increase the light radius for softness and shadow rays to smooth out the dithering.) Also, the candle flames don't look right in reflections, as with the reflection in the vase."

Hey jeremy thanks for ur comments ! , i think i got it right this time, the reflection was not right on the vase last time as i have given a Glow( post render effect). the shadows have also been blurred, i hope i didnt over do it!


03-28-2007, 02:05 AM
warriorash - Shadows are getting better, the ones on the right could still be softer. Also make sure the shadows appear in reflections, such as the vase. Maybe a little glow around the candle flames?[/url]

neil09 - Good start. The main light looks a bit frontal (could move to the side more) and maybe you could use very soft shadows on your fill lights. Try to make nice gradients from light to dark in the shading on the fruit that defines their shapes. (http://forums.cgsociety.org/member.php?u=35250)

neonbulbs - That's great! Only one area that doesn't work is that center vertical post, it is just the same tone so it doesn't read against the wall. It should be darker (or lighter, or rimmed, or something) so it reads better. I like how you have some spec highlights going on on the staircase, maybe there could be some specular on parts of the side walls too?

gato3d - Weren't you doing something with a light there, and now there's no light source? I guess I'm not sure what you're going for, or why you're using GI.

sgbzona - Welcome! Why don't you try lighting that with just one light and see how much shaping you can get in the fruits?

mesutcapkin - In terms of getting ideas for the fruit bowl, a great source is to search www.flickr.com (http://forums.cgsociety.org/member.php?u=186936) or [url]www.pbase.com for terms like "fruit" "fruit still life" "fruit bowl" and look at how people have lit and photographed fruit, then at least you can pick a picture to use as reference and have something to work towards. I like how you made the pear look like an avacado, that was creative.


03-28-2007, 02:27 AM
Hi Jeremy,

I started working on the lighting challenges not too long ago...I'm up to challenge 3...I would appreciate it if you could please give me some feedback on my work. Thanks!

Here's my render of the fruit bowl scene:


03-28-2007, 02:30 AM
And here's my render of the kitchen scene...I did 2 different moods for it...so far people have told me I need to change the position of the light on the night scene because it seems too low...I realize this it true..but I haven't made the change yet since I wanted to wait for you to see it and see if there were more changes to be made.


03-28-2007, 02:33 AM
Aaaaand, here's my render of the hairy hare challenge....I'm still working on getting the hang of how the Fur works...so I decided to go on a different direction...I puffed up the model a little bit to make it chubby and cute, and then I built a little chocolate world around it.

Thanks so much for all your help Jeremy. I'm looking forward to hearing from you.


03-28-2007, 02:44 AM
hi jeremy, thanks for the comments. i think by adding some specular on to the wall can make the scene much more richer. ok then, i'll try to fix it and post it the new render soon, once again thanks a lot.

- cheers

03-28-2007, 02:49 AM
Hi Jeremy.
Thank you for your words and the resources.

03-28-2007, 05:10 AM
Juan Carlos Silva -


Your fruitbowl scene is lovely. It looks like a painting. I always post feedback and suggestions, even to the images I like. In terms of shaders: the cherries probably need a little of that translucency effect that the grapes have, none of the fruit really seems to reflect other fruits near it, the center parts of the bananas are very brightly lit so much that they should be losing saturation or toned down, and the orange could use a whiter highlight since it is so bright. In terms of lighting, most of it is good, even with the mixed key direction. The tips of the bananas don't really read as well as they could, I'd think more light on the apple behind the upper one would bring it out. You can see some polygon facets here and there that could be subdivided or smoothed.

The kitchen images are great. Most of the surfaces are well shaded. (The wine bottle is the odd man out, it looks like plastic.) The floor is interesting with a nice texture. When most of the light is inside the scene, you might add some window glass to the window because I think people can notice it not being there. The only big lighting note I'd add is that the sense of contact between the chair and the floor isn't well enough defined (with shadows and occlusion) in the upper one, it looks as if the chair could be floating above the floor.

The chocolate scene looks like it was fun. You clearly are both talented and hard working, so I hope at some point in the future you come back and light something with hair or fur on it, that's a really common demand in high-end professional work.

I look forwards to seeing more of your work. Maybe you'll do a Spaghetti Monster next, so you'll be working on something in the same month as a lot of other people?


03-28-2007, 11:54 AM
Hi Jeremy,

Thank you very much for your feedback. All the coments were very useful for me to improve my work. I am working very hard to build a good portfolio and see if I can land myself a job as a lighting artist in the US. I will go back and fix the problems you mentioned. Also, I'll get started on the spaghetti monster scene. That really looks like fun.

Thanks again.
Juan Carlos

03-28-2007, 04:04 PM
Seems that I jump from one challenge to another... probably I'll end having started all of them, but having finished none of them... lol... well I hope... NOT.

So, this is my 1st eye-for-an-eye test... a lot to do... c&c=yippieh... thx.



03-28-2007, 04:09 PM
Nice job! That eye looks good. In a real human eye, when you see it from the side, I think the color of the iris comes almost all the way to the front of the lens. This is due to refraction, but still that's how it looks to me.


03-28-2007, 05:29 PM
warriorash - Shadows are getting better, the ones on the right could still be softer. Also make sure the shadows appear in reflections, such as the vase. Maybe a little glow around the candle flames?

Hey Jeremy thanks for the comments again, you are very patient enough to reply to each and every one of us, well here the candle flame is glowing and i added a bit of reflection blur on the table and the vase, But do shadows appear on the reflections also, esp when the shadows are very diffused and blurry?

-Ashwin C


03-28-2007, 05:33 PM
Hi there Jeremy,

Thanks again for looking at my scene. 1. What I did with this scene, was to get rid of the hot yellow spot on the ground, which was actually what you recommended me to do, which worked out just fine.
2. It looks now like I have a better distribution of photons in the scene, I am not longer getting some random yellow spots around the scene, the scene now looks more of what I was going for, a semi bright foreground and a dark background, right by where the stairs are located, which makes sense since the spot light would not really fill up the whole room with light. So, the GI seems to do a pretty good job calculating that accordantly However, If you still think that it is to dark and that I need to bring the brightness up please let me know.
3. I can definitely show the light source no problem, which is the bulb light right above it, The reason I did not show it was because the “Light bulb mesh” was getting super bright and I couldn’t figure out how to bring its intensity down, or how not let it be affected by the light source, but if you have any suggestions in how to go about it please do so.

4. Your last question was, why am I using GI? why not? Lol, I guess is just a personal choice, I guess I like the way GI works and I am actually learning more about GI while working on this particular challenge, so, I am using it for learning purposes, and also as a personal preference. I tried using a spot light before, and a bunch of point lights in the scene and I was happy with the results, but I decided to start playing around with GI instead.

I will show the light source next time, once I fix the problem with the intensity, so that you can review the overall scene, and I guess I will post both of so the scene, so that it is easier for you and others to see the changes I made, once again thank you so much for your inputs.

here are the two images that I have been working with.

First one- Before

http://i154.photobucket.com/albums/...ay02_640480.jpg (http://i154.photobucket.com/albums/s246/gato3d/3D%20STILLS/huntedhallway02_640480.jpg)

03-28-2007, 08:00 PM
I'm new to this whole thing i hope this picture is not that bad, please comments and advices are very welcome.



03-29-2007, 07:44 AM
hi, thanks for the last comment jeremy. This is my latest wip, I added more volumetric to give more definition on where the ligh is coming from.


I think it can be more scary if I can put a girl on the stair just like the one in 'The Ring' movie...hehehehe. Anyone interested to help me model one? :)

By the way thanks again for the sugestion and I look forward for your comment jeremy.


03-29-2007, 12:38 PM
neonbulbs - Nice job! If you get a nice girl model, please donate it to a future challenge. We need more challenges with characters in them.

hontonihanash - Welcome! See if you can get softer shadows and a softer edge to the main light in the ceiling. There's some other bright spots (like around the wine bottle) that don't seem motivated. The setting is interesting, I guess we're in a moble home that's being transported down a freeway at night? You could work on the materials, too, right now the paper towels look more like chrome than the sink does.

warriorash - Nice job!


03-30-2007, 02:39 AM
hi jeremy! Thanks a lot for the comment I really appreciated it. If I have any female character I will donate it to the lighting challenge because this challenge is so cool.

Thanks and happy lighting to all!



03-30-2007, 07:38 AM
Here is the hunted Hallway scene. As you can see the "spot light mesh" is super bright. I can't figure out the way to fix this issue. The kind of light that I am using as a the source light it is an area light, that is located right below the "spot light mesh" which causes this this weird result. If you have any ideas in how to fix it that would be great, thanks again Jeremy.

03-30-2007, 08:22 AM
Thanks jeremybirn for your comment, here's my modified entry.
For the scene setup i didn't intend it to be a mobile kitchen (even though it might look like this), i intended it to be a kitchen that looks out to a street.
I now worked more on the materials, got rid of bad reflections, and smoothed the shadows.
The bright spot under the bottle i think due to emitting caustics photon, the lamb on the ceiling is intended to be a lamb with a cover.
How do you think of it now?


Any comments are welcome thanks for advance.

03-31-2007, 12:29 AM
Thanks Jeremy, I updated the fruit bowl changing the intensity of the lights, and I made the second test for the kitchen.



03-31-2007, 02:38 PM
This is my final image, i have corrected some materials, (the fan, the chair, ..), and corrected the lamb cover to be more transparent, err i forgot if i have done something else.

Please comment, thanks for advance.

04-01-2007, 06:18 AM
sgbzona - Work on the reflections of the fruit and the bowl - right now it appears as if the edge of the bowl has a bright reflection, but the rest of it doesn't, and the fruit doesn't reflect. For the room, it has very hard-edged shadows, they need to be much softer.

hontonihanash - It's a shame you still have the spotlight effect around the bottle, if it's due to caustics you could just turn that off. It seems as if you might see some reflections in the window if you put glass there. The sink also could use some reflectivity so it looks like chrome.


04-01-2007, 05:46 PM
Hi, I now have a bit more free time to work on my fruit bowl, so here's my latest effort:

I have updated a number of the materials and I am now using full global illumination. The actual lights are much the same as what I used before except I have removed the bounce lights as they seemed redundant now. Incidentally, I think my display setting are a bit off, so I would be interested to hear if the colours or gamma look odd to anyone.

Thanks for your help,


04-02-2007, 01:15 AM
Chrisdc - Nice scene overall. The hard shadow cutting off the back of the banana is distracting. Most of the materials are almost there, the pear looks noisy and the apple a bit scratched up. Maybe tone down the orange stem and fill in the apple stem and leaf a bit?


04-02-2007, 03:38 AM
Hello, I’m a new comer to CGTalk. After I came across Jeremy Birn's "Digital Lighting and Rendering" book and website, I wanted to try my hand at lighting one of the challenges. Here are two renders from the bottles lighting challenge.


04-02-2007, 04:00 AM
Hello everyone! Novice lighter here, recent graduate from Purdue. I'm working on a few of the lighting challenges for my portfolio, please critique the hell out of these so I can get them looking as nice as possible. I'm using a multi-pass rendering technique in Maya for the 3D work and Photoshop in post.





Thank you all for the help!


04-02-2007, 06:51 PM
Hi, this is my 3rd entry in fruit bowl.......

04-02-2007, 07:37 PM
This is my final image, i have corrected some materials, (the fan, the chair, ..), and corrected the lamb cover to be more transparent, err i forgot if i have done something else.

Please comment, thanks for advance.

That's cool man i like it, :D

04-02-2007, 11:28 PM
Thanks again Jeremy for your comments, an updated version for the fruits and the room with soft shadows.


04-03-2007, 09:39 AM
Great Thread. Lots of good people with lots of good works. Very facinating and beautiful:) .....

04-03-2007, 03:50 PM
sgbzona - Nice work! You could probably frame the fruit bowl better. Are you doing a lot of compositing? I see all these bright outlines around the tops of fruits, especially the top of the banana tip, that look like matting errors. The kitchen looks nice but could use better shadowing, it looks from the bright rims on top of the cabinet doors and the top of the chair under the cushion as if you have at least one light that isn't shadowing properly.

neil09 - Nice job! Some parts look a little dull, if you're trying for a back-lit look, maybe the apple leaf and the grapes could be made more translucent looking, and you could add a little rim light to some things like the grapes?

jpiette - Only looking at the candle: see if you can get much softer shadows. Those razor-sharp ones especially on the picture are really distracting. There's some reference pictures in the original thread, but see if you can make the candle wicks darker, and make the center bottom part of the candle flames transparent. Maybe the flames themselves don't have to be so consistently saturated a yellow, and you might make the wood a little more polished and reflective.

MonicaKruse - Welcome! The weirdmistake one is nice, at least it has some refraction. If you're doing tests on reflectivity and refraction, you could focus on rendering just 1 or 2 bottles, to save time, until you've really nailed the glass look.


04-03-2007, 10:46 PM
Hi Jeremy,

I did as you suggested and gave fur a try. I used the NURBS model you provided which worked great since all the uvs were nice and clean. As for the actual fur, I started with the mouse fur preset and tweaked it to get this. I'm not sure if it actually looks like a real bunny...but it looks cute enough, hehe. The rest is just paint effects and a texture map for the ground.

I used the software renderer and one light only since both fur and paint effects started to go berserk on my as soon as I added an extra light...there really should be a light linking feature for fur and PFX.

After rendering I added a few adjustment layers in photoshop. I'm quite happy since it came out better than I expected at all...but I definitely wanna know if you think it makes the cut.

Thanks Jeremy!
Juan Carlos


04-04-2007, 01:43 AM
jcsilvar - You need to work on lighting and shadows! If you have a spotlight selected, you can say Fur > Add Fur Shadowing Attributes and it'll get a fur shading/shadowing attr section. You have an "Intensity Multiplier" there that's better than light linking (Maya light linking is just on/off, this is scalar for how much each light illuminates the fur.) Turn shading type to "Shadow Maps" get real shadowing, and use dmap shadows on the light too. That way you won't get the belly glowing white from light that shined all the way through the rabbit, and you can even get shadows under it. Your grass and your rabbit hair both look kindof short, you could make them longer and make the fur a little more varied, and try to figure out why we can see through the rabbit's left legs.


04-04-2007, 05:56 AM
neil09 - Nice job! Some parts look a little dull, if you're trying for a back-lit look, maybe the apple leaf and the grapes could be made more translucent looking, and you could add a little rim light to some things like the grapes?

Thanks Jeremy, I will post my updates very soon :)

04-04-2007, 01:42 PM
Hi Jeremy,

thanks for your input. Clearly, I need intensive training in the ways of the fur, hehe. I was just trying to rework the image, but I'm having a lot of issues with the fur.

1. I have NO idea why we are seeing through the left legs...I checked everything...but it's still happening.

2. I'm getting weird pixelated shadows on the model...even though my depth map shadows are fine...I think to fix this I'll render the cast shadows from the model on the ground separately.

3. Do you by any chance know if there's a way I can render fur without maya having to re-calculate everytime? It takes really long and it can drive you insane.

I'd really appreciate it if you could point me to some good fur tutorials, other than the ones in the maya help.

Thanks so much again for all your help. Sorry to trouble you so. I do appreciate you taking time to help us all with our rendering issues.

Juan Carlos

04-04-2007, 02:39 PM
The rabbit scene is on a somewhat large scale and probably needs a dmap bias higher than default. If you frame a spotlight tighty around the rabbit you can do test renders for the best dmap bias, even testing without fur visible first, then turning on fur after it's shadowing right. I'd want to see if the left leg looked good without fur also.

I don't know about recalculating everything. You can turn off paint effect stroke rendering in the render settings, and turn off fur in the fur globals. If your fur density is really, really high often there's room to optimise your fur description (more base width and tip width, more curl, some random noise on attributes to vary them) to make the fur look thicker, and of course your shadows do a great deal to give weight to the fur, and then you can get more coverage without really high fur densities that hang your system.


04-04-2007, 11:51 PM
thank you jeremy for responding! i did a refraction and reflection test on the bottles and that helped out remendously. After i added a few lights, this is what was rendered:

http://img149.imageshack.us/img149/6174/backlitbottles02gm7.th.jpg (http://img149.imageshack.us/my.php?image=backlitbottles02gm7.jpg)

04-05-2007, 05:51 PM
Thanks jeremy for your comments, you're the expert tell me shall i continue to work on this scene or it's good enough and i can switch to another scene?

I want to know if what i have done is professional enough in real lighting jobs.

I'll post my latest entry when attachments are enabled for me.

04-05-2007, 06:01 PM
Thanks GreYFoXGTi :).

04-05-2007, 06:35 PM
MonicaKruse - The scene keeps getting better and better. Right now there's a silvery metalic quality to the reflections that doesn't quite look like glass, maybe it's just a matter of getting rid of the diffuse shading and using the fresnel effect. When you look through one bottle to see another, the second bottle back doesn't look transparent at all, I think you need more refraction steps for that.

gurafikkusugasukidesu - No, this is not professional enough to put on a showreel for lighting jobs, but Rome wasn't built in a day, and I'm glad to see you practicing. You could keep going, work with my advice from the last page, and try to improve each scene more before you work on another.


04-05-2007, 06:37 PM
Here is a fairly small update, I have softened the shadows and updated the materials as suggested.


I would be interested to hear people's opinions as to whether the soft shadow on the back of the banana looks fine, or whether I should shift the lighting about to remove it altogether.



04-05-2007, 06:52 PM
Thanks jeremy.
Here's my updated work, i increased reflectivity in the window and the sink.

04-06-2007, 04:40 AM
Chrisdc - Looks good. Maybe the orange looks a bit like a lemon. The softer shadow on the back of the banana is fine if you like it, it just makes your lighting look a bit more sourcy, if you got rid of it you'd still need a little contact with the fruit that's actually touching the lower part.

gurafikkusugasukidesu - Think a little about where you want people to look. Right now it's the bright green seat cushion that draws your eye, and a lot of the larger surfaces look very flat. That low-polygon fan needs some subdivision or motion blur or something, or else don't use it. I don't see much reflection in the window, or the sink or floor or table really.


04-06-2007, 02:54 PM
Thanks jeremy for your patience with me, I think low reflectivity on floor, and table is due to fresnel fall off, I used dielectric material on the window which i can't control really, and mi_car_paint for the sink which again i can't control, but i shall work on your notes right away, Thanks again.

04-07-2007, 09:34 PM
Hi Jeremy,

Here's the new render for the bunny scene I tried before. I did as you suggested and increased the width on the fur, so I would need less density and it worked like a charm....nooo drags on the system whatsoever. The amount of density I used last time was way over the top...I'm not gonna say any numbers so you won't laugh at me...but let's just say that I may have been trying to match Sully from Monster's Inc., hehe.

Oh, and I solved the transparency issue. Turns out I had forgotten to turn the primary visibility on the model on......um....yeah, I can't remember why I turned it off in the first place....I'm sure I had a good reason, hehe.

The eye's still a bit dodgy though.
Please let me know what you think.

Thank you very much.
Juan Carloshttp://features.cgsociety.org/gallerycrits/187847/187847_1175980935_large.jpg

04-08-2007, 04:24 AM
jcsilvar -

It's getting better! There's a bright rim around the rabbit. It even surrounds the foot that's in the shadow. I think those rims come from a light that isn't shadowing correctly or doesn't have fur shading/shadowing attributes set to shadow map. The eye is fine you just should move the highlight away from the edge and maybe a little higher.

Even when the surfaces are visible, they should be hidden. The horizon where the terrain meets the sky seems to show the NURBS surface, it would be great if the grass covered that entirely.


04-08-2007, 12:32 PM
I know that there's some bright spots on the table (especially the edges), i think it's due to increasing reflectivity color value, i couldn't take care of it, but i'll asap, any comments, or advices are welcome, thanks for advance.

04-08-2007, 11:26 PM
Hi Jeremy,

thanks again for your help! I've fixed the grass and the rim on the skin. It was like you said..I had forgottent to set the fill light's shadow attributes to shadow maps.

Um, I was just about to start working on the "Eye for an Eye scene" but I'm having a big problem. As soon as I try to open my UV editor I get a blank window and an error message in the script editor that says : cannot find object texture panel 1...and the worst is, that it actually breaks the UV editor window for all scenes.

I re-started maya and opened a different scene and the UV editor was fine...then I tried to open the eye scene again, and it broke down again.

Any clue as to why is this happening? I downloaded both the maya and fbx versions of the scene and it did the same to both.


04-09-2007, 10:29 AM
Hey Jeremy im back !!!
and this time with haunted hallway challenge
although it took some time for me to texture them, and Here are my 1st baby render's
( Maya S/w render) used.
will be glad to hear from u ......
i am still working on it.. so things will get scary and spookier !!!

http://img444.imageshack.us/img444/6733/hallway1ml6.th.jpg (http://img444.imageshack.us/my.php?image=hallway1ml6.jpg)

04-09-2007, 02:44 PM
warriorash - Good start! The back wall looks as if light is not getting shadowed by the landing in the stairs, if that's why the area under the landing is so bright. You need some occlusion on the walls, especially in the upper foreground where the arches meet the wall, they should come together with dark tones where they meet.

gurafikkusugasukidesu - Maybe you should find some visual reference, like a photograph of a real kitchen. You could take a picture yourself or find one on pbase or flickr. Then really study the lighting and shading on the floor, the walls, the table, etc. as a guide to where you're going.


04-10-2007, 05:29 PM
Hi Jeremy, I am posting another two entry. Please tell me the feedback.

04-11-2007, 08:36 PM
warriorash - Good start! The back wall looks as if light is not getting shadowed by the landing in the stairs, if that's why the area under the landing is so bright. You need some occlusion on the walls, especially in the upper foreground where the arches meet the wall, they should come together with dark tones where they meet.

Hi Jeremy thanks for the comments ,Here i have an occlusion overlay, am doing it for the 1st time, its really cool as it brings out the details in the scene.

I am planning on a night scene and not many night renders in ur gallery, thought i could use some as a reference.
rendered with Mental ray


04-12-2007, 02:02 PM
neil09 - Good work. I'd focus on the one of the left. Overall it's really solid. The materials could use a little tweaking: the banana with the one dark spot right where it turns away maybe that could be doned down or broken up. The leaf texture looks a little out of alignment with the leaf. There's a hard line on the pear, I guess it's the terminator but it looks unnatural. I really like the richness of the pear texture though. Right now the cherries are the center of attention in the shot because they are more saturated and have a lot of contrast with their environment. Just thinking out loud, but I wonder if a little more interest or saturation in the plate or some of the other fruits would help counter that.

warriorash - Looks good overall. The archway seems to have dirt and texture on the very bottom of the arch, then it gets clean at the bevelled edge. Probably the back wall area up around those windows should get a little colored light from the outside, just enough that the area near those windows has a different tone than the shadow areas. I think a hanging light with a bare bulb would cast light higher up on the walls, basically it would come about up to the height of the lampshade itself.


04-12-2007, 09:32 PM
Hi Jeremy,

here's my submission for the glass bottles challenge. I changed the window in the background for a light panel I've seen in some bars, and I've always thought looks really cool. I wanted a lot of energy in the image, so I added very bright reflections and a mix of warm and cool hues.

Please let me know what you think. Thanks so much!


04-13-2007, 09:59 AM
jcsilvar - Nice colors. The material doesn't really look like glass to me. They don't look back-lit, as if you can see all the way through to the white light. I can't even see through one bottle and into another very clearly, they just seem to go black. The reflections look silvery and don't seem to have the fresnel effect. When the bottles go transparent I expect we'll see the reflection of the white light carry on through the bottles onto the table top as well.


04-13-2007, 10:58 AM
Hi Jeremy,

thanks for your input. Man, this is harder than it seems. I'm really glad I'm doing these challenges because I am learning a lot from you.

Thanks again. I will post a re-render soon.

04-13-2007, 02:34 PM
Hi Jeremy,

here's the new render...I did a lo-res version in case it came out wrong or there's still more to fix.

I increased the material's transparency to see thru the white. However, the bottles in the front didn't change as much as the ones in the back..so I had to duplicate the shader and re-apply it to the front bottles only, with transparency increased even more.

I also added a bit of noise bump to get the fresnel effect. Not sure if I got it right.

Please let me know if this is any better.

Thanks so much.
Juan Carlos


04-13-2007, 03:10 PM
This is in Maya, right? So the number of refraction steps are limited both in the shaders and in the render settings, and maybe they both need to be higher?


04-14-2007, 11:25 AM
Hey folks.

This actual is my first post in this forum. After a few weeks just reading I decided to join and interact.

So this is my try of challenge #7 (made in blender):

04-14-2007, 04:25 PM
Hi Christian,

good start! I think you should try to get more tonal variation in your skin's base hue. Also, you might want to decrease the bump on the eye texture...both the iris and the veins come out too strong. Oh, and try applying a smooth to the eyelashes.

Hope this helps.

04-14-2007, 06:24 PM
Thank you for taking time to post your suggestions. You're right about the skin but this was actually the best texture I could find. I will definitly work on this 'till it becomes "pseudo photorealistic".

Regards, Chris

04-15-2007, 03:29 PM
austriangeek - Welcome! That's a good start for something that's clearly a challenging scene. The eyeball itself seems to have a strange cut-off to the whiteness on the screen-right side, as if it were reflecting a solid black thing in front of it? See if you can get smaller, tighter eye highlights, and then some iris gleam on the opposite side of the iris from the highlight. I agree the bump mapping needs to be toned down, especially the bump on things like the transition from iris to pupil, where you don't actually have a ridge. Good photo reference or a mirror are helpfull for this kind of project.


04-15-2007, 08:57 PM
Ehhhh, what's up Doc ? Am I a rabbit or a coconut ?
This is my first attempt with hair in XSI, and pretty tricky it is too. After a bit of experimentation with the default hair and hair-geo shaders, I tried the MuhHair shader (http://animus.brinkster.net/stuff/plg_muhhair/plg_muhhair.html), which renders quicker and has more comprehensible documentation. And, in two hours tinkering, not one crash...OK, I admit the image below might not be that much of a recommendation, but I reckon MuhHair is a pretty neat piece of work.
The ground and background are temporary, I'm going to concentrate on getting the fur sorted before worrying about them.

04-16-2007, 09:41 PM
Thanks jeremy,

In this one i got some textures from real pictures, i know the entry is still awful, but i hope it's better than the last one.

Thanks again jeremy for your patience.

04-16-2007, 10:43 PM
Hi gurafikkusugasukidesu, If I may offer a comment I think that the floor in your latest picture is a big improvement on what you had before, but I wonder if it might look even better with some kind of falloff effect on the reflection so that the lower nearby objects are reflected clearly, but distant objects are not. This tutorial (http://www.cgarchitect.com/upclose/article19_TB.asp) illustrates the kind of effect I have in mind.

There are a couple of quite strong highlights on the lower left and upper right parts of the tabletop, but I'm not sure where these are supposed to be coming from. Perhaps it would help if you post a screenshot showing what lights are in your scene?

04-17-2007, 11:57 AM
Hi Chrisdc, Thanks very much for your comments and the link, your comments are always welcome.

I'll try to apply the falloff effect, and to remove strange highlights.

For the lights i only have 2 lights in the scene both on the fan, one emits photons, and the other fake the cone shadow around the room and cast real shadows for objects.

04-17-2007, 01:03 PM
gurafikkusugasukidesu - I agree, the reflections of the cabinets looking brighter than the cabinets themeselves is a problem. The window looks very strange, maybe it's that we lost the middle bar, maybe it's the view outside not being realistic? The wood textures are a big step up. The front edge of the table looks too bright, I wonder if that's all coming from GI settings that are too bright?

andystopps - The rabbit is a tricky one! That's a good start. If your fur plug-in has some kind of support for guide hairs or controlling direction somehow, then try to get better continuity between the hairs that come out of the legs with the hair coming out of the torso, so it looks like a continuous furry body. The furmight have too much specularity. I can't really see the self-shadowing of the fur.


04-17-2007, 06:56 PM
.hi Jeremy here is a quick update ... and thanks for ur comments on the prev one.
is the contrast too much ??


04-17-2007, 08:27 PM
Warriorash - looking good, but the reds seem too saturated to me, also the yellow finials at the top of the pillars are rather bright.
Jeremy - thanks for your comments. I've brushed the fur a bit to make it blend more smoothly, though there's considerable room for improvement there (hair brushing is becoming somewhat of a thing of the past for me, so I've got an excuse for lacking expertise), and I've added extra hair objects for darker, longer hairs mixed in with the main body of fur, and some pale whispy ones inside the ear. And some whiskers.

04-17-2007, 11:56 PM
Hi Jeremy,

here's my submission for challenge # 7. I used the mental ray fast skin shader with the base hue and the makeup mapped to the overall slot, and the veins mapped to the epidermis.

Please let me know what you think. Thanks so much!


04-18-2007, 11:18 AM
thanks andystoops ,il correct that ,

well i m not much an expert here , well here i go!...

Andystooops - well i like the lighting and the look of the hare, But the flow of Fur on the Hare is not right, well atleast on the legs, looks detached and the nose,foot area cd have more definition, and work on the ugly bump on the ground.

jcsilvar - ur pupils are fading out to white (there is a gradiation) which is not right and lessser glow on the skin.

04-18-2007, 02:57 PM
jcsilvar - That's a nice eye! The reflections make it look as if the nose if bright and everything around it is dark, maybe that could be switched around. The eye texture is a little soft. The skin shader looks great, but maybe the black area in the upper right above the fold above the eye could use a little more scattering so it doesn't go black (actually it looks as if you are using a shader that supports scattering but don't actually have scattering working.) The transitions from the edge of the eyelid into the tear duct, and from the tearduct into the eyeball, could be softer (check for those "lines" on a real eye.)

warriorash - It looks as if there's too much contrast in your textures, not too much contrast in your lighting. The floor looks as if it is texture mapped with black stripes. The archways have dirty and clean areas next to eachother on the top center and top edge. The hole in the left wall looks as if it is mapped to pure black around the hole. If that could be toned down, then the lighting and shadows and occlusion can be responsible for more of the contrast in the scene.

andystopps - Yeah, keep going with the combing. The eye could use a highlight or reflection in the visible part. The ears could probably just have skin on the interior. The ground looks too bump mapped or underfilled, but maybe some grass could cover the ground a bit? It's hard to tell if the rabbit and fur are casting shadows.


04-19-2007, 12:56 AM
How would I go about making animation with lights? I want to make a flashing light or even police sirens.....ummmm......a laser...etc... how would I get those effects with lights?

04-19-2007, 08:33 AM
This is my first try with one of these lighting-challenges, always wanted to have a go but never got the computer-power before ;)

Here goes, not quite finished yet I'm going to give the bottles and materials more work,
gonna render out a caustic pass and one for the DOF. Maya/MR all the way:


04-19-2007, 09:06 PM
Jeremy. Thanks for the feedback. I'll get started on fixing the issues with the eye.

Warriorash. I think you're right about the glow on the skin. Thanks.

Visua. That's a very nice render. The only crit from me would be the red and beige bottles...they seem to be the odd ones out, since the shader seems to be very flat and plain..and yet, by placing the red bottle at the front, it draws too much attention to itself, and it distracts from the other really nice glass ones that you have.

I hope this helps.

Cheers guys!

04-19-2007, 09:17 PM
jcsilvar: Thanx for the kind input, but I think those bottles gonna look kickass with an
extra reflection-pass to boost the reflections. I'm workin on it ;)

Jeremy. Thanks for the feedback. I'll get started on fixing the issues with the eye.
Visua. That's a very nice render. The only crit from me would be the red and beige bottles...they seem to be the odd ones out, since the shader seems to be very flat and plain..and yet, by placing the red bottle at the front, it draws too much attention to itself, and it distracts from the other really nice glass ones that you have.

I hope this helps.

Cheers guys!

04-20-2007, 11:31 AM
I worked on ur comments and in the process changed the whole scene setup!, i hope u like it!!! ... well its not scary yet!!!

04-20-2007, 12:51 PM
http://keep4u.ru/imgs/s/070420/39401cad319198859f.jpg (http://keep4u.ru/full/070420/39401cad319198859f/jpg)

hello everybody! Here is my bunny:)

04-20-2007, 03:04 PM
warriorash - Nice improvements! I think the tops of the archways could be lit more dimly. Mayeb the composition with the foreground skull that skull could be turned towards us, or just translated so its against the right wall hidden in darkness but still looking at us?

visua - Great scene! You already mentioned you are doing a caustics pass, something to brighten up those shadows like that seems like what the scene needs most. The silver painted material on the window frame on the right side of the frame looks a little too much like glass, maybe it's just the way you can see some of the white and red from outside right through it. Probably this is just a coincidence caused by the shader showing a lot of reflection at a straight-on angle, but I don't think the paint needs to reflect much of the bottles, especially if the glass doesn't reflect the bottles. The paint under the windowsill could get darker, like a slight gradient going darkest right under it.

doodlerboy - You seem to be asking about 2 things at once: how do you add fog to a light like to make beams visible, and how do you animate a parameter of a light like brightness. I think both of those issues can go on a forum for your brand of software, if you can't find enough info in the manual. When you get into animation, you'll find you can rotate groups of lights in circles to make spinning "siren" lights and do lots of other fun stuff.


04-20-2007, 05:37 PM
Well, here is my try..

a simple rig.. just one point light, and a spot from the window.. the both with photon emition..

so, wath do you guys think??


04-20-2007, 08:10 PM
Hi jeremy , Heres the update! ...


04-21-2007, 12:32 AM
Hi Jeremy,

here's the new version of the eye. I went carefully over your suggestions and corrected as much as I could. I also tried to give a little bit more texture to the make up.

I think it got quite better. Thanks again!


04-21-2007, 04:36 AM
jcsilvar - Much better, especially as you smooth out those hard edges!

WolfMcfly - Welcome! I don't think a spotlight right outside the window looks like moonlight, the light should be more parallel like a directional light, or the spotlight should be further away. Some softer light from the sky could also add a lot, with soft shadows.

warriorash - Nice. Maybe the skull in the foreground is too filled-in (especially with light in the eye sockets)? Also, since its so close to the camera, some texture could be nice.


04-21-2007, 11:39 AM
I have made falloff for the ground reflection as Chrisdc has adviced me, and lessen it's brightness as jeremy has advised me, i also managed to get rid of the bright spots at the edge of the table. And fixed the middle bar of the window, the table got too dark i don't know why, there's two lights in the ceiling i'll see what can i do about it.

04-21-2007, 04:27 PM
gurafikkusugasukidesu -

Try finding some visual reference. It might be a picture of a room you find on flickr or pbase, or a picture you take yourself. Then you'll have something to go on, and you can look at the walls, the corners, the floor, the table surfaces, the windows, etc. from the picture to make sure you are working towards something believable.


04-21-2007, 08:23 PM
I should really have rendered the foreground grass as a seperate pass here, so I could have blurred it a bit to make it look less, well, CG. I think maybe the next thing to do is to adjust the lighting so it looks less like it's been taken in a photographer's studio (I bet if I'd wanted to make it look like that it would have been really difficult).

04-22-2007, 06:27 PM
Hey jeremy!
I have turned down the lights on the skull eye sockets, and here is the update! :)


04-23-2007, 02:06 AM
warriorash - Nice job!

andystopps - Nice scene! Maybe the grass in the foreground could be higher LOD models or something. I don't really see the fur self-shadowing, or any shadows cast by the grass, it could use better shadows and directionality to really get a sunlit look.


04-23-2007, 06:11 PM
oops double posted!!! ..sorry!

04-23-2007, 06:12 PM
Hey jeremy,
Here the Final Image wid some POst effects ..
what do u think i shd try next?? other than the FSM :rolleyes: , i m planning on Neon & Chrome.
thanks to u ,i m learning a lot about lighting. :)
and just an off topic Q, how old are u ? just curious to know. :curious:


04-25-2007, 01:27 PM
Hi Jeremy.

I've started working on the underwater challenge, and this is where I am at so far. I'm planning on taking it through a few different versions (different times of day and quality of sunlight)..got a lot of great reference imagery.
However, before I get into that I wanted to ask you...how do you get that look of "water distortion" on the objects outside the water? Do you do that in post in photoshop? Or can maya do it?

I'm using the ocean shader with refraction index at 1.33. Thanks so much.


04-26-2007, 03:02 AM
Hey everyone,

Just started the dock challenge. This is what I have so far. Nothing textured. Working on the water right now. Any critique that could help would be appreciated.


04-26-2007, 05:01 AM
I know I didn't give anyone a chance to reply to my above post, but I wanted to put this update on here. Gonna start the textures next.


Let me know what you guys think.

04-26-2007, 09:46 AM
PDuff - Great, yes keep going with textures. If you stick with the sunset sky, then you'll need to light for it, with some rim light on the posts, glints on the water, back-lit translucent plants, etc.

jcsilvar - You definately need some raytracing: refraction through the bump map on top of the water, reflections on the water surface, shadows, etc. You'll need some sense that we are underwater as well, like environment fog or some other kind of depth-fading into the distance.

warriorash - I'm 29. When I have my next birthday, I'll turn 29 again, just like I have for the past few years.


04-26-2007, 11:02 AM
Thanks for the comments, Jeremy. Here's an update with some textures and a little bit stronger rim light. The glints on the water have really been giving me alot of trouble. I was hoping someone could point me in the direction of a technique for that. Anyway, here's my latest image.

I'm hoping to get something of portfolio quality. I wanna have a strong demo reel for the next Siggraph. Thanks again for the comments.

04-26-2007, 05:30 PM
I will be posting my Challenge #2: Four Scripts very soon. I am kind of working on my demo reel and website so I have been kind of busy. Talk to you soon Jeremy.

Thanks again for having such a great forum.

04-26-2007, 05:44 PM
LOL... :bounce: Sweet 29 i guess .. well thanks again
Will be back with my Neon & Chrome by next week!

04-26-2007, 05:52 PM
Hello there Jeremy and friends,

I want to get started with the Bottle Collection (http://forums.cgsociety.org/showthread.php?f=185&t=356958) challenge however, I am having a hard time getting it o look right. Do you know any good tutorial that covers how to go about glass?. These are some of the steps I went about it.

1. I added a blinn material to any of the bottles.
2. I went into the blinn SC category.
3. Under the mental Ray tab. I added a dialetric material to the material shader note and I played with some settings however, I am not getting good results.
I am sure you know what I am talking about but if you are not then could you point me in the right direction. Thanks man
I am using maya 8.0 and I have a Boxx laptop.

note: I understand this is not the place to post tutorials. I don't need a step by step tutorial but maybe a hit. I haven't gotten your book yet, but I will soon. Thanks again


04-26-2007, 07:02 PM
Hi Jeremy,

thanks for the pointers. I guess the bump map is the answer. That's what I used first on the water shader that came with the scene, but when I replaced it with the ocean shader, I didn't add the bump...I thought the displacement from the ocean shader would take care of that.

As for the rest...yeah, it's still missing all those elements, but of course the render I submitted was just work in progress, in a very early stage at that...noooooowhere near finished product. Come on, you know me better than that, he he.

I'll make sure I've got that checklist down when I'm done with it.
Thanks again!

04-26-2007, 07:18 PM

Here's a few links to making a glass shader-tutorial in maya:



Good luck!
Saludos desde Colombia

04-26-2007, 08:26 PM
Hello Jeremy and fellow lighting people :thumbsup:
I been kinda busy this month doing arch type renders and i need a i litle break from that so im gonna continue working on the Neon Challenge also the Haunted one ..
I forgot ..im 29 by the way going 30 in a couple of months .. sounds kinda scary :sad: .. doing 3d since June last year :)


04-26-2007, 08:28 PM
Douple Post please delete

04-27-2007, 09:32 PM
PDuff - nice colours and mood, the posts are looking really good, but I think you need to reduce the amplitude and increase the frequency of your waves; at the moment they seem out of scale with the jetty, a bit like its a scene from a pre-CG movie with models shot in a tank and then slowed down (ah, the good old days...).
I've tried to take your suggestions on board Jeremy, but i'm having difficulty getting shadows to show properly on the fur; they're there (it looks very different with them turned off), but getting the highlights, colour, and shadows to all look good at the same time is what might be politely described as a challenge.
Next, I'm going to try using a dynamics simulation to make the blades of grass in the foreground curve down a bit, and add some assorted plants, mosses etc., on the bare bits of earth.

04-30-2007, 09:59 PM
So here is what I put togeather farely quickly. The render time took awhile. I rendered one low res image that toook 7 minutes and that was one layer for my caustics, than I rendered a 300 dpi image that took about 1 hr 36 minutes. I composited them into photoshop. I wanna do more but not sure what to work on.

[img=http://img442.imageshack.us/img442/3774/windowsealfinaljt2.th.jpg] (http://img442.imageshack.us/my.php?image=windowsealfinaljt2.jpg)

05-01-2007, 01:07 AM
Hi Jeremy,

Ok, I've finished my first version of the underwater challenge. I want to try to make it as a night scene too and also have one with the camera above the water...but, I wanted to get your opinion first so I can address any issues there may be with anticipation.

Thanks so much.

05-01-2007, 01:59 PM
andystopps - Your rabbit scene gets better and better. Yes it's a challenge. :) The fur continuity between the front leg and torso really doesn't match, it seems as if the hairs are running different directions where the surfaces overlap. The dandelions (sp?) look great, they really hit the level of detail that holds up in this kind of close-up. What you mentioned about adding something else to fill in between the grass or curve the grass sounds like a good idea.

doodlerboy - If you hadn't mentioned caustics in your post I would have thought you hadn't gotten to that yet. I can hardly see any different in the light coming through the green glass than the light coming through the clear glass. It seems as if parts of the glass itself are going black, probably from a limited number of refraction steps or raytrace steps, either on the glass shader or in your render settings. Some softer shadows or occlusion could help the scene too, all the light is looking very hard-edged and flat. Try giving some translucency to the plant leaves, too, since they are supposed to be in direct sun.

jcsilvar - Nice job, it has good colors and an interesting stylized look. I'm not totally feeling as if we are looking through water, maybe some more murk or other distance-based change to brightness, clarity, saturation, could help as we look through it. What's above water looks very filled-in, without much in the way of shadows visible, and probably could use more distortion. In real life we'd be seeing a reflection on much of the bottom of the water surface, not able to see all of what was up above water that clearly (not that you need to imitate real life, just be aware of this.)


05-01-2007, 02:32 PM
Thanks Jeremy. I knew there was something that wasn't quite right about it. I will continue working on it.

I do prefer a stylized look, but you are right...I still need to be aware of the real-life conditions.
Thanks again.

05-01-2007, 06:24 PM
Thanks Jeremy, I really appreciate the feedback, especially with something tricky like this.

05-02-2007, 09:04 PM
Hi Jeremy,

I decided to give the candle light challenge a go while I continue to work on the underwater one. So, here's my submission. I wanted it to have a bit of a painterly look...I was going for low-key, caravaggio style.

Please let me know what you think. Thanks!


05-03-2007, 07:17 PM
Well, here is my new try..

I'm still working on the Haunted Hallway, but i decided to give it a break and try something with the candle challenge..

That should be an early morning.. but it's not good..

So, what do you guys think i should do to get a better result??


05-03-2007, 11:06 PM
WolfMcfly. That's a pretty good start. I like the background and the photo a lot.

As for the lighting, well first of all, I think the whole point of the challenge was to do a scene that is actually lit by the candles. So, it doesn't really matter if it's morningtime since these are more ceremonial candles so you could still have them lit at that time of day. Although, if you wanted to accentuate the feel of candle light, then you could make the scene earlier in the morning, when it's still a bit dark.

Now, to actually get the early morning feel, you need a richer color palette in your lighting rig. You want to get what I call the "morning glow". The sun is beginning to rise and therefore it adds a variety of warm hues to the environment...so you might want to try adding some very subtle fills such as, pink, or mauve rather, and a touch of light blue violet.

It would also be nice to see some subtle highlights from the sunlight on the surfaces.
Well, I'll shut up now, hehe. I hope this helps.

05-04-2007, 12:21 AM
jcsilvar - You are right, i'll do another light rig.. it doesn't looks like morning light..

I'll try a light earlier in the morning, with some light from one, maybe two candles..

I'm looking for more reference of this kind of light, that saturated light in the morning..

thanks a lot!!

05-04-2007, 04:46 AM
jcsilvar - Good start on the candle scene. The flames could be more transparent around the wick, maybe add ramps for color variation as well on the flames and to fix wick color. I posted some candle reference in the original thread. There appears to be a frontal highlight on all the reflective surfaces like a camera flash or something, maybe that could be toned down or the metal could reflect something else. The reflectivity on the fan handles makes it look very flat. The front two candle holders could use a better sense of contact with the table.

WolfMcfly - For an early morning look, get rid of all that bright, uniform fill light, or replace it with something much, much dimmer and more saturated (maybe purple). If you want direct sun, it should be from a low angle, casting long shadows, and richly colored (maybe orange).


05-04-2007, 08:05 PM
hi all

i start with kitchen > FLASH light

05-05-2007, 03:34 AM
Hi All,

First time posting a pic here. I am just learning texturing, lighting etc. in 3D but am loving it. I would love to hear what you guys have to say. I have some ideas of what I could change here and there but overall I am happy with the result. Did this in XSI 6.0 - in case anyone was curious.


05-05-2007, 04:24 AM
hi all

i try for day light and take this result

05-05-2007, 09:06 PM
lschena. That looks pretty good. Although, you could try enhancing the mood in the scene. Right now to me, it looks just abandoned...not haunted. Perhaps a few more colors in your palette? A little bit of purple or green here and there? I don't know...your call.

Ershad. I think the daylight works much better than the flashlight you used before. This feels so much more natural. Good stuff.

Cheers, guys!

05-06-2007, 03:41 AM
ErshadRahbar - Very nice! I like the "daylight" one more. Only a few things: I think the bushes and trees outside the window look very back-lit (there isn't much fill or bounce lighting the front of them) but then the green cabinets inside seem to get more fill or bounce than the trees outside do? There should probably be some glass in the window, maybe with a little dirt or reflection on it. The tall thing on the counter is supposed to be paper towels in a dispenser (like this (http://www.containerstore.com/browse/Product.jhtml?CATID=70880&PRODID=10013619) or this (http://www.alllodgedecor.com/product_info.php?cPath=16&products_id=454791232).) The chrome looks nice on the sink. I'm glad you have a good amount of fill light for such a bright day. Maybe the window frame itself is getting alittle bit too much blue (since there's some bounced sunlight around there, so all the fill light isn't coming from the blue of the sky.)

lschena - Great start! It has a really solid feel already, some occlusion in the fill light would add to that. Maybe the floor shouldn't have such dark black stripes between the boards, especially if the mapping is adding to that. I think the part of the back wall that's under the landing should be darker, because right now it looks almost as bright as the area above the landing.


05-06-2007, 02:55 PM
hi jeremy and everyone

well i am a lighting artist from india i am also very much intrested in joining u guys with the lighting challenges and i had a view of the images that was really grt i really liked the lighting in that hunted hall that was really amazing and i also want to learn soft lighting if anyone can help me to learn can u pls pass on ur lighted maya files to me i will sit and go through and also pls tell me what all passes u guys take for that image to look so good and jeremy pls help me in learning soft lighting i am really int in learning pls help me out guys if anyone intretsed to help me and give ur lighted files pls pass on to that my mail id at krish_boo@yahoo.co.in (http://forums.cgsociety.org/krish_boo@yahoo.co.in) pls i request everyone to help me coz even i want to be like u people lighting good images so pls help me

05-06-2007, 06:14 PM

jeremybirn : thank u very much about key notice

i make mistake about a paper towel ....? he he he very big mistake oooo shame on me:rolleyes:

i fix all notice and send again


05-07-2007, 01:49 AM
hi jeremy and everyone

this is krishna from india even i want to take part in lighting challeneges well i am a lighting artist from india and i saw those haunted scene lighted images those are really cool and i request anyone to help me out to learn soft lighting and also pls tell me what all passes u take pls help me and jeremy pls help me even i want to be like u guys lighting grt images pls help me guys . if u want to help me can u pls send ur lighted files so i can sit and go through what u people have done pls help me

05-07-2007, 12:52 PM
Hi Jeremy,

I've been working on the corrections you suggested for both the underwater and candles scene.

I think I might have not added as much shadow as you implied on the elements above water in the boardwarlk scene...but it was starting to look darker than the sun implied..not to mention that once you distort it, it looses definition...but I still like it this way.

As for the candle scene: I added dried rose petals on the table, and I did change the wick color...couldn't work out the transparency that well though...once the glow would kick in, the transparency would go to hell, haha...and decreasing the layer transparency lowered the intensity of the flame,which I didn't really like.

Here's the visual results:



I wanted to ask you something else...from apprentice to master...How good would you rate me as a lighting artist? I've been worried sick since I read what you wrote about only the REALLY good people making it into the industry, and I've been working even harder since.

I really want to get a job in this industry...I don't care what I have to do. I remember this guy in siggraph 2004 who posted a little note next to his resume saying "I'll work for free"...well, I'm willing to go that far.

I'd be happy enough to get even if just an internship, but it's always so much harder for international artists. I didn't get any company to give me a work visa after I finished my degree in the states..and you know..it doesn't really help your self-esteem...but I'm not done fighting just yet, hehe.

I'd appreciate any words of wisdom you could share. Thanks again so much for all your help. I'm really glad I've been working on these challenges and learned so much from you.


05-07-2007, 06:40 PM
So, here is another try with the candle lights..

I've changed the light rig to a get a more saturated light, like early in the morning.. it's better than the first one (i hope)..

Is that what you guys were talking about?


05-08-2007, 11:58 AM
Hi WolfMcfly.

That's already much better. It does look more like very early morning now....somewhere around 5:45 am.
However, there's still a few things that need tweaking:

1. The candle flames need a bit of color variation and transparency around the wick. I went through the same thing, and then Jeremy pointed it out to me. It's a little detail...but it does make it look better.

2. I think you need to add a specular pass to the candle holders. Right now, you do have some highlights on items close to the candles like the frame and the vase...and yet the metal on the candle holders has got none.

3. The sunlight in your scene is coming from the right, so maybe it would help if you had subtle glints of sunlight on the right side of the scene...maybe just a little bit on the vase?...This is more a personal approach...so you know...it's entirely up to you. I'm just throwing some suggestions in the air. It's just even though the early morning feel has improved considerably, in my opinion, the light still seems very even....but again...that's just my opinion. I should mention that I'm more of a high contrast kind of guy, haha.

So, great improvement. Keep it up!

05-08-2007, 02:38 PM
I posted a series of these in the original candles thread, but here's a picture showing candles and how the wick can look dark (except at the very tip), the base of the flame transparent and blue:



05-09-2007, 09:00 AM
I finally had time to do one challenge (being out of work)!
This Chrome and Neon one is so much fun, really enjoy it.

Here is my attempt, one key light and HDRI. another spot light from across the street for simulate the street light look. The light/neon geometries are used to emit light.

I didn't assign textures, just made some simple shaders for the main objects. I know they look simple now...

one with and one without some PS tweaks.

A really good challenge, THANKS.

05-09-2007, 01:42 PM
Hi Jeremy,

here's a different light set-up for the boardwalk scene. This time I went for a full moon night.
I've attached the links to 2 versions...one with full saturation and the other one a little desaturated.

I've been told a few times that I do my images with very vivid colors, and that I should turn the saturation down a bit from to time. So I wanted to know which of the two versions you think looks best.




05-09-2007, 03:08 PM
jcsilvar - I don't know about the saturation, maybe something in between. The amount of fog on some of the posts looks a little high because it fills in the center on posts that could be more back-lit, they also probably could use more rim or kick on the side (some of them have it in some places.) I like the way the water is a bit transparent below us, and becomes more reflective as you look up. It could be more solidly reflective in the upper parts though, so that the part under the dock at night reflects the dark bottom of the dock. There's something that says "night scene" better when there's really dark contrasty areas in the shot, and under the dock and boat seems like a good place for that. (more to you below, sorry I'm slow!)

israelyang - Good start. Since this project involves different areas of the scene getting lit from different kinds of light source (up driveway inside garage, near/under signs, garage exterior, etc.) you can look at each of the continuous surfaces (roadway, sidewalk, walls) and make sure you are making nice gradients throughout the image as the surfaces move into different colors and tones of light.

WolfMcfly - I like it better with less fill. See other comments on tweaking the flames. I'm not quite seeing that "morning light" you're talking about, maybe your next post could be a break-down where you show the scene only lit by the candles, then you show the scene only lit by the morning sun, then the sky fill or whatever light you have, so we can see what each type of light is doing by itself instead of just the results with all the lights on at once. If you wanted any early light creeping into the scene, but not competing with the candles, you could take advantage of that translucent screen, which could be back-lit or side-lit by some of that light.

jcsilver - On your post from the previous page, the underwater one could use more of that fresnel effect you had from the top view of the water surface, where you can see through it looking straight up, but it becomes darker and more reflective instead of transparent with distance. It seems to fade to a very light fog color. On the candle scene, you mention a glow "kicking in" it sounds like you're using an object glow in your 3D software instead of adding a glow in post, that's what's taking away your control. Render the flames out as a separate pass and screen a blurred copy of the layer over the shot for your glow (or a few copies, each blurred at a different radius.) The rose petals could look more translucent in terms of their lighting and shadow. The reflections of the picture frame you see on the fan in the foreground kindof takes away from that.

On the job questions, even if you have a portfolio that would get a student in the US a job as a lighting TD, or at least would get them an internship that led to that job if they didn't have much film experience yet, I imagine the bar would be set higher for people seeking International work from Columbia. If you expect a company in another country to sponsor your visa and bring you over to work as a lighting artist, I'd think you'd need a really high level of skills and experience for that, because of the amount of time and money it would require on their part.

krishnaraju - It sounds like you are asking software questions without even saying what software you use. If you are having trouble with something specific, like how to make a shadow softer in 3DS Max or Maya or something, and you can't find the answer in the docs, then there are discussion forums specifically about rendering in those packages here on cgtalk, those forums could be a better place to ask.


05-09-2007, 04:26 PM
Hi Jeremy,

thanks so much for the feedback. You were right, I was using the object glow on the candle flame. I will render it as a separate pass as you suggested and try again.
I will continue to work hard on improving my skills so I can start knocking on some doors.


05-09-2007, 05:00 PM
OK.. so, here is the break-down of my scene..

First, the scene lit only by the candles. Then, the light from the sky.. actually, there is no light coming direct from the sun here, it's just that colored light really early in the morning, when the sun is about to rise.. something purple, maybe a little pink..

And the third is the final image, with a small pass of occlusion and a little work on photoshop (some noise and color correction)..


05-10-2007, 01:54 AM
thanks Jeremy for the comments.

Here is an update, I hope it's a stepup from the last one.
This is a straight render from Maya (MR)


05-11-2007, 05:20 PM
Hello all,

I have ben following the lighting challenge threads for a while now and this is my first post. Started with an image of the fruit bowl, and looking forward to working on more of these in the near future. Of course, comments are welcome. Glad to be a part of this community.



05-13-2007, 03:52 AM
Hi .. this is wha i got so far on the hallway scene

I tried a bit of texturing this time , im using the RGB luminance node to create the bump in maya.. hopin to get to photoshop and make a specular map in there.. the image came abit bright so i did an occlusion pass in MR and use that to darken the image..Im using one directional light casting shadows outside, pointlight for the bulb alsoo casting shadows or not ? and a volume light in the center of the scene for the fog and bit diffuse mostly lack of indirectional lights i want to make a GI pass for the scene but that just increases light leaking thoru the scene.. My biggest concern is light leaking so please give me some advice on how to reduce that please..


EDIT:A little variation straight from render missin occ , quality medium/low, rendertime 51 min not bad :rolleyes:
http://img241.imageshack.us/img241/5026/newja0.th.jpg (http://img241.imageshack.us/my.php?image=newja0.jpg)

05-13-2007, 10:12 AM
WolfMcfly - Thanks for the breakdown. OK, so the candle flames layer is looking good. The only things I'd change are trying to make the candle wax look more translucenct with a glow coming down through the top of the wax, and maybe the bottom of the flames a little more transparent. The morning light is too frontal (coming from behind the camera) and uniform. Try something that comes more from the side or back, more contrasty with long shadows. Also, you could play with some color in that.

israelyang - Looking good! The reflections in the truck are nice. There's something strange going on on surfaces like the ceiling of the driveway, where it gets really bright white in places, then goes black, and I don't know what's causing that. A little more regular 2D glow (take a layer of the bright light sources, blur it, screen it on top) might add to the sceen.

boydburggrabe - Welcome! It's great to see someone from far-off Oakland joining the group. The fruit looks a little more like plastic fruit than real fruit. Probably you could use a little more contrast, with the key light coming more from the side, and the window reflection coming a lot more from the side so the light clearly comes from the window reflection.

Leotril - The light leak might be fixed with a primitive cube where you want the light blocked, you can turn off primary visibility and just cast shadows. Also maybe some of the brightness under the stair landing might come from relying on ambient occlusion too much in your shaders or your composite. There shouldn't be so much ambient light down there to begin with, and if it's not ambient then it might be fog or a shader effect?


05-13-2007, 08:14 PM
Thanks for suggestion Jeremy ill get on that right away.. the occ didn work well and on my second picture isn any.. acually is the volume light i got diffuse on it with a value of 0.4 maybe to much ? all right is just a metter of fixiing the light leaks im guessing it has to do with directional light shadow iill do some test with boxes and stuff.. then GI pass will do the occ needed there below the stairs :)

@israelyang .. Nice i got the same issue on the ceiling light leakin i fixed with raytrace option call trace bias i change the value to .450 before it wat like 0.01 or something .. it seems that ur using mental ray .. the option i mentioned before its renderman raytrace setting so try to do some research and find the appriate value in MR .. bye

05-13-2007, 11:01 PM
Thanks Jeremy

Those weird highlights came from low FG settings, and MR wouldn't render at higher quality... My computer is not that great and with 1gb ram only.

So here I quickly cleaned it up in PS and added some post work, I think i will call this fina?