View Full Version : Airbus Lighting and Shading

05 May 2009, 10:29 PM
Hi everyone Just wondering what you all think of the lighting and shading on this aircraft. Only have a few hours to spend on it. Be brutal.

05 May 2009, 12:02 AM
The plane looks a bit too relfective. The horizon line seems a bit too sharp, but maybe it's just me. The sky seems a bit overburnt, and it's fade to the right seems unnatural as the saturation drops when it shouldn't. The reflection on the aircraft is from the wrong side, as there cannot be 2 sunsets. So either you remove the sunset from the sky, or from the reflection.
Compositionally the plane flies in the wrong direction as we percieve "normal" from the left to the right, unless you did it intentionally to make a feeling of something strange happening.
Some lights on the plane and inside would be nice.

05 May 2009, 10:20 AM
The plane is over reflecting a little.. Same comment as mister3d, you should not reflect 2 sunset.

Usually business planes are really reflective, commercial planes, like yours, are more mat, as most military planes are totally mat.

Take a look at the link.. tons of reference material, for shading and lighting of planes.


05 May 2009, 11:27 AM
As others have already said, too shiny and your environment reflections look to be badly oriented.

Also the cockpit windshield doesn't seem to be reflecting the environment at all.

05 May 2009, 06:30 PM
Hi everyone, Thanks for the feedback. Here is a newer version.

a wireframe with my AOVs and background

I am starting the cockpit and cabin today. I will post images as I finish them.

Ryan Brady

05 May 2009, 06:47 PM
huge step forward - from the last post. :) Some of the details on the plane still feel very flat to me (because of lighting I think), but maybe that's how planes are - All that to say, a lot of the detail that it looks like you've modeled in is completely lost and could have just been part of the texture. Why not make more use of it. :) Also, the cockpit windshield feels out of place, just flat black, but you said you were going to work on that next I guess.

Anyway, good to see some awesome rendering from you still. :)

05 May 2009, 06:51 PM
Much better, but I think you should shift the airplane to the left just a bit, so more space in the part where he is moving to, like it has more room to follow.

05 May 2009, 10:52 PM
Thanks for the feedback, I am sure that it will better with an interior. Here is an update of the landing gear. The background is just temporary. I think I will need to brighten it up a bit for the final, just wondering what everyone thinks.

05 May 2009, 06:46 AM
What are you using to comp this? Photoshop?
You got a dark fringe around the plane. Definitely a multiplication with alpha problem.

05 May 2009, 03:07 PM
I agree, its been driving me a bit crazy. I am using fusion. I played around with the premultiply settings and it didn't help. I choked off the alpha a bit but I have to trim way too much to get the right effect.

05 May 2009, 04:47 PM
It could come from the AO pass which should be rendered on a white background while the rest should be on black.

05 May 2009, 07:21 PM
If you check this image:

It looks fairly reflective. I'm sure the ref value you have +/- 20% wouldn't make or break your image.

Also, I'd see if you can get some light bleed going, and throw some lights in the scene to get the glints and whatever minor shadows would be there during sunset.

Well done! Looks like its going well for you.

05 May 2009, 12:38 AM
Hi Everyone, Here is an update of the interior. By no means done, its just Friday So I thought I would post.

06 June 2009, 03:07 AM
Major update,

I changed from non-linear to linear. I had to do major adjustments to the lighting.
This is my first experiment with a linear workflow. Please comment.

06 June 2009, 05:15 AM
Hey Ryan!

Nice work so far man, just wanted to know, what premultiply settings were you playing with? had you already tried un-checking "premultiply" under the framebuffer tab in your render settings? As far as I know, that's the only place in maya that will turn on/off premultiplied alphas. I might be wrong though, curious if there is another way to do it.

If the black outline does in fact come from your ambient occlusion pass, you could try just connecting an "mib_amb_occlusion" node to your shaders, rather than having occlusion in its' own pass & with another alpha. That way the occlusion renders in your beauty pass, and it would subsequently use the same alpha.

I'm also curious; why the switch to linear workflow?

just to check, are you using maya & MR?

anyway, your work is looking good!

06 June 2009, 05:26 AM
Your piece of work deserve another texturemap on the seats. It burn my eyes :D

Still too much reflection, and take care of the "burned" white area. It should disapear.

06 June 2009, 07:26 AM
If only all planes looked that clean on the inside I might just go ahead and eat a peanut off the floor should I drop one.

Seriously Ryan, in general it looks good. A bit too reflective on the interior cabin as well. Also, if you are not going for the new plane look/feel then I'd add some wear in.

On the landing gear image it too looks really clean to me. I would think that there would be some significant markings, dirt, etc... on the interior of that gear cover.

I absolutely like the updated image you did over the first. Looks much better. The reflectivity was a good call. When I first saw it I kept looking at thinking there was something not quite right with it and it was the sunset on the wrong side of the plane. Don't know why I didn't catch that the first time, but good call by mister3d on that.

I think you're getting close and I look forward to seeing more updates. Nice work thusfar!

06 June 2009, 10:35 AM
If only all planes looked that clean on the inside I might just go ahead and eat a peanut off the floor should I drop one.


06 June 2009, 03:41 PM
Thanks for the help everyone. We are only going to be looking down the cabin for a few seconds since we will be going inside some of the devices of the aircraft. So I dont want to kill myself on too many details. I only have a couple weeks left on this project. Newer cabin interiors are using a reflective plastic, but I will tone it down if it looks strange.

Your piece of work deserve another texturemap on the seats. It burn my eyes :D
I'll do another if I have some time, what type of pattern would you think more suitable. Victorian patterns are common on aircraft and I am afraid a flat color would look bad. Not sure where else to go.

Still too much reflection, and take care of the "burned" white area. It should disapear.

Which image are you talking about? If its the exterior I am re-doing all the lighting on that since I switched to linear anyway. It will look a lot different.

CGTalk Moderation
06 June 2009, 03:41 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.