View Full Version : Lighting Challenge #20: The Shop Girls

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09 September 2009, 06:01 PM
@lilnamz- You are right, I also find neotrixstdr's scene really awesome. It's really a coincidence that both both of us are working on a crime scene. Thanks for your suggestion. Don't worry about your quality of render, you haven't seen our first renders! Mr. Birn will always help you out.

09 September 2009, 06:36 AM

I am trying to do something interesting like you said Mr. Birn. So I decided to show the shadow of the gunman in the monitor. Please tell me what you think.

09 September 2009, 08:12 AM
@ djprasun (
one thing that I will change is the size of the pattern of the tshirt in this way it seems huge. Keep gogin with the hair, they really look better !

09 September 2009, 08:23 AM

got some time to waste, so I played around in the photoshop. Tell me what you think.

09 September 2009, 08:25 AM
@jojo1975- Thanks man, I will surely rectify that. I was thinking that for some time now, that the texture is looking odd. I will change my fabric texture in the next post.

09 September 2009, 02:34 PM
Hi jeremy sir,i could not arrange time for this challenge as i was busy in projects so i am posting my latest effort which i did in my free time.i hope you will like it.:rolleyes:

09 September 2009, 05:12 PM
@jasvant- Give her some clothes, man. And also , a great start start. If that that stupid guy is rigged then give him a strong pose.

09 September 2009, 08:06 PM
Thanks for the comments kanooshka and Jeremy.
You are right about the light, I lowered it a bit, also in addition to the zoom (it did help, thanks) I moved the camera so that the exit sign isn't behind her head. About the wrong illumination of the hair in the previous pic, I'm aware of it, it's not going to stay like that.

neotrixstdr, much better. Well done.

leonar3d, nice start on the lighting. What bothers me is the composition/camera angle. I'm not sure if it's because of a wider focal length and the camera being non-perpendicular the the raft (rotated to the right) or there is some rotation around the depth axis, but it looks like your frame is dropping to the right. Also, you could put in the characters so we can see better how it looks overall.

Here's my progress so far: (


09 September 2009, 03:41 AM
Hello guys. I'm new 'round these here parts. I'm quite interested in participating in this challenge, although I'm newer to 3D and may not have a fully developed skill set. It looks like people are moving some things around, so I'm assuming I can do that as well (am I right?)

I'm hoping there's some time left on this, if not, I'll have to participate in the next one.

Thanks in advance, and I'm very much looking forward to working and getting to know everyone!


09 September 2009, 04:15 AM
jasvant - Great start! The girl in the tight leather suit could work if you let the leather go black in places and just use selective highlights and reflections to define her shape. The guy has a great pose, work on lighting him so his clothing is not so flat and gray, maybe he could have a darker core and be brighter on the left and right. The set could use some darker shadows and more contrast. I like the composition, it'll only get stronger from here with more selective lighting!

pankajkaintura43 - A lot of the surfaces are very flatly lit, probably the key angle is too frontal. Try working with the sun as the only visible light, and aim it so it makes nice dark shadows and lights just one side of all the objects. Make the sun rich and warm in color, then add deep blue fill from the sky.

neotrixstdr - It looks as if you've over-done the blackness of the background. The light on the upper left doesn't even seem to illuminate anything to me. If you adjusted curves or gamma in post, try backing off from that, and then working a little more with the lights and shadows in the scene if it's too bright or too uniform.


09 September 2009, 07:36 AM
Can any one tell me which Image is looking better? Its just that I started to work on the compositing part.
I also added the shadow that Mr.Birn have pointed. Please comment, without it I cannot improve.

09 September 2009, 07:53 AM
hi djprasun, imo would go for the first image. The second one is too much post production already. In specific I think there is too much noise. You could try use noise only on the display screen of the security camera and not the whole image and desaturate the image only a bit.
I think someone pointed already out that the pattern of her shirt is big, maybe you can try to change the scale.

Otherwise nice render :thumbsup:

anyway, that are only my 2 cents

Regards Leonard

09 September 2009, 07:56 AM
thanks leonar3d. I will something today with the changes.

09 September 2009, 09:33 AM
thanks for comment jeremy sir,here it is what i could do with the characters.:hmm:

09 September 2009, 09:45 AM
@djprasun-thanx for comments.well guy is not rigged so i am not able to give him a proper pose as you are expecting.i download these character models from and these poses was their default poses so i found this models good for my compostion.

09 September 2009, 10:15 AM
This another update of my render. I tried to give more contrast to the shadow and light and to illuminate the floor.

09 September 2009, 10:25 AM
@jasvant- Well as Mr. Birn said, you have a good composition going.. Keep on the good work. :thumbsup:

09 September 2009, 11:36 AM
well Prasun u r doing really a great job.........I was keeping a track of ur work from ur first image & u have improved a ur latest post in my view the shadow of the man is looking odd, may be in proportion............otherwise, great job!

09 September 2009, 11:53 AM
pankajkaintura43- Thanks, I will surely look into it.

09 September 2009, 11:58 AM
Here is an update. Fixed the fabric and also done a bit of compositing.

09 September 2009, 01:40 PM
This is my First attempt. Rendered in Mental ray (MAYA). FG is on. Render Time Approx 10 mins

09 September 2009, 04:30 PM
@udayavel- Wow, great first render. You are the first one who have rigged the character! :eek:

09 September 2009, 05:18 PM
trying to follow a few of your suggestions Jeremy:

09 September 2009, 05:58 PM
Hey DjPrasun! Make the shadows soft, and don't put the complete character shadow, just make the head and gun visible. And instead of that sepia tone the first one is better.And if possible put some other specs on the character, i hope ur scene will look much better, with these changes.

09 September 2009, 10:41 PM
well worked on this image a bit got loads of work in the studio am working on am tryin to slip time to work in this a bit....c&c are appreciated :)

09 September 2009, 07:37 PM
This is my first time putting anything I have worked on to this forum. I have just gotten out of school and trying to find a job but unable to get one at the moment. I have started to give up, but decided to get on here and see if I can improve on my work.
I have just started on this scene any feed back is more then welcome.

09 September 2009, 08:26 PM
SusanLinnenbrink - Welcome! I think the very wide field-of-view on your camera looks very unnatural (in real life you don't have wide views like that without barrel distortion.) Try zooming in the camera, and move the camera further away if you really need a wide shot. At least you aren't adding guns to the scene.

Omarios - Welcome back! As I said last time, good start on texturing the area around the door. Keep going!

Waters - That's looking great! Keep going with the texturing, and add the characters!

udayavel - Good start! I'm surprised that everyone's adding guns and violence to this. (Maybe we have a lot of young men here who are easily bored by a scene with women shopping, but still it's surprising that everyone felt the need to spice it up in the same way...) You can keep the light you have as a start on the fill light, but add some rims, kicks, highlights, and reflections to bring the characters to life and make them look more back-lit.


09 September 2009, 08:38 PM
Thanks for your Feedback Mr Jeremy Birn, I Will make the corrections in the next post.

and about the Question about "crime Scene". Yes you are absolutly right. it has become a cliche. thanks for pointing it out. i will try my best to steer my scene away from cliche.

Your Golden words "Normal is boring"

thanks for everythng.:-)

09 September 2009, 09:25 PM
thanks for ur reply jeremy
i would like some suggestions ,and am asking everyone, on spicing up the scene
the mood am goin for is the classic cool mood light

09 September 2009, 05:03 AM
Here is my newest render. Not sure if I am making any forward progress anymore. There are far too many things I don't like in the render that I am, as of right now, unsure how to fix.

09 September 2009, 06:08 AM
hi fuzzy,

i think what your image needs is a point where the viewer can focus more. Right now everything seems to be equal important, very neutral and thus maybe a bit boring. you could try to use a strong keylight or if you want to keep a pure indoor setting use a different camera angle and more decay on your lights.

I think the shelfs are too reflective. Maybe you can give them a more defined texture

Thats at least my opinion ^^

Regards Leonard

09 September 2009, 06:22 AM
Thank you for the feedback, I did not really think about the camera shot.

09 September 2009, 06:58 AM
It's sort of a play off the upcoming Bruce Willis movie. The girl is purchasing a new celebrity surrogate. This is the stores main lighting with the floor textured. I'm rendering with mental ray and fg turned on. There are some problems with my fg map as you can see in the ceiling and on the floor. There are also a few spots that pure white such as the head display, and pure black such walls behind the tv panels. The render took 8 hours because I forgot to turn sleep mode off my machine :). The characters are not in this version of the render. This is my first time doing this much with a scene so all C&C would be greatly appreciated.

God Bless

09 September 2009, 07:04 AM
Newest camera angle.

09 September 2009, 01:17 PM
another update: (

09 September 2009, 02:24 PM
Recently i feel like commenting a lot ^^ makes me feel as if I'm a pro although I'm only a lousy student :p

The mood is nice i think, a bit like blade runner. For some reason your scene looks a bit like a miniature. Maybe by changing the focal length or reducing the dept of field in post it helps to get rid of that effect.Some lights in the shelfs appearantly don't cast any shadows although there should be some. E.g. the green shelf.

Regards Leonard

Edit: Just saw that you also commented on my pic ^^ thanks. Yeah I actually use a pretty short focal length, and I positioned the camera in a way that the lines aren't running parallel to each other. Actually I wanted to give a more "dynamic" feel to it, I ges I overdid it a bit :p I'm gonna look into it and see if i can come up with somehting better

09 September 2009, 02:56 PM
Fuzzylizard: Good progress. I think a big help would be to lessen the number of main lights lighting your scene. If I'm correct, every florescent light on the ceiling is casting light try to be a little more selective about which ones are giving off light or even consider them as a secondary light source, lower their intensity and then have selective spotlights in your scene.

Bezzeler2000: Good start! I'm feeling very removed from the scene, you may want to zoom the camera in some more. Also, your main light source appears to be the display case on the left. That's not an issue but if that's the case you may want to have light being cast from it onto the heads on the right and on the ceiling etc...

SusanLinnenbrink: Much better angle! Probably because it's a similar angle to mine =) Now that you have your angle set up you can start on the lighting! Try choosing one main light/shadow direction and then go from there.

lunat1k: Even better! A couple minor things. First off is this supposed to be a miniature, if so you may even want to increase the depth of field a little bit. Otherwise you may want to decrease it. From this far back from the object of focus the depth of field would be much less. I'm also noticing some banding artifacts on the greenish blue object on the left of the counter.

09 September 2009, 06:31 PM
Thank you Dan for the comments. I have my main light source in which is just above the cashier.

09 September 2009, 08:05 PM
Hey guys, here are two variations that I have been working on, let me know which one you like. By the way all the entries are looking good, good job guys.

09 September 2009, 10:08 PM
My newest render. I have decreased the amount of light used and put in a few spots (although I am not sure they are bright enough). I have also moved the camera in to try and give the scene a central focus.

09 September 2009, 10:23 PM
This is my image with artificial light. It just Lighting, No materials and no rim lights yet, that the reason why the speakers is to black, i will start with the material process now.

Software: Maya 2009
Render: Mental Ray, just Direct Lighting

No composite or correction yet.


09 September 2009, 12:40 AM
Here's another update of my open source apple store version:

09 September 2009, 06:53 AM
Thanks Jeremy, I'll finish up the texturing and try sticking the characters back in. Some small tweaks:

09 September 2009, 05:31 PM
Hey all, been a while. Here's my current render. No AA and seemingly a lot of spec issues

09 September 2009, 06:15 PM
leonard and kanooska, thanks for the comments. About the depth of field I was going for the wide open aperture/a bit long lens shot in the dark but I guess I overdid it. You're right, it does resemble a miniature, I pulled it back it this version. As far as the right stand it does look even to me that the light isn't casting shadows, that was also my first thought. So I went closer to see what's happening and there is space between the wall of the stand and the shelf thus the light sitting in the corner illuminates the wall. Guess I can't leave it like that, I'll think of something.

Voigg, I like the first. It looks more natural with the bounce/fill light.

Waters, Vesty, not much to say untill we see our heroines in there. The sooner the better, because most likely adjustments to the lighting will have to be made. (

09 September 2009, 08:44 PM
This is my updated Version. This scene is completely rendered using Maya Sofware render and composited in photoshop. i have a long way to go to finish this image. right now i am not sure whether my lighting looks good. please tell me what are the things i should improve in my next render. thanks in advance

09 September 2009, 01:16 AM
udayavel: Looking good! The hair on the customer is working very well. I'd like to see some more specular highlights, especially with such a dark environment. With such a bright counter I'd like to see some bright warm light bouncing off of it onto the characters and handbag. I'd like to see some reflections added to the scene!

lunat1k: I still really like this one. For that shelf that's not touching the edge wall, that's an error on my part. You'll probably want to lengthen the shelf to touch the wall. I'd like to see some variation in the florescent light and the exit sign.

Vesty: Welcome and good start! Try not to make your lights too bright and blow out to white. Keep going!

Waters: Looks good! Looking forward to seeing the characters in there.

brookselliott: Getting better! I know you're going for an apple store look but lightingwise I don't think that's necessarily the most interesting. Try adding some variation in light color, maybe the back area can be a different color than the counter area and the outside area can have different colored light than the inside area. Also, keep in mind that the floor is getting a little too bright white, try toning it down a little bit.

eduroam: Looking great! I'd like to see some brighter specularity on some of your objects, in particular the black lights, televisions and cash register.

fuzzylizard: Looking better. I'd like to see the characters added in, maybe that will give you a little more inspiration. Try doubling the amount of light from the spots and see where that takes you.

Voigg: I think I'd have to say that I'm partial to the second image. Some areas of the top image appear to be glowing. I'm guessing you're using GI, make sure your photon intensity isn't too high. You may want to think about how bright the door in the background is. Generally speaking having the brightest part of the image right in the middle can be distracting.

SusanLinnenbrink: Keep going, try working on your materials and creating contrast with your light.

09 September 2009, 07:21 AM
Thanks kanooshka ( and Jeremy for the feedback. I really appreciate it. Here is another render and I think I am starting to get something that I like. I have added the people back into the shot, although I have not started to texture them. I have added a few spots to the background and I think it is actually starting to look nice. Let me know what you think, feedback is always welcomed.

Now onward to texture all the product boxes and the people. I may also remodel the centre display unit as I think it carries too much weight in the scene. Maybe replace it with a table or something with some products or computers on it, don't know yet.

09 September 2009, 12:08 PM
Hi jermy this is latest upload.........................plz check it give me the feedback

09 September 2009, 02:06 PM
Found time for some more progress. Thanks all, for the feedback. Added some more textures, tweaked some lights and fixed the shadow issue. Some things I'd like to update for the next image is adding hair and changing the floor in the foreground to be more interesting and/or zooming the camera in a little more.

09 September 2009, 09:03 PM
Looking good, kanooshka. Maybe instead of zooming you could try tilting the camera, so that their heads are not touching the top of the frame.

After discussing with some colleagues here I've toned down the distracting lights in the stands. kanooshkas' suggestion about the exit light helped to make its' intensity lower. Also zoomed in more, I think it focuses more on the girls (this one goes to Jeremy). And finally rotated the camera for better framing as I was loosing the ladies to the right: (

09 September 2009, 03:05 AM
nice frame lunatk

09 September 2009, 04:27 AM
lunat1k - You have an interesting "Corpse Bride" meets "Blade Runner" vibe going, but I think the hands are too flat and zombified to work, even for little doll figures. Either put some objects in or around the hands, pose them more naturally, or at least don't highlight them so much with the lighting. The steam is looking a little posterized, make sure the steam gets lit by the colored lights near it, and don't get parts of it go too black in the middle. Maybe some more surfaces could be reflective, to help bring areas like the left half of the frame to life more?

kanooshka - Coming along well. I'm not sure where the light is supposed to be coming from that's hitting the front of the customer's white pants, or hitting the face of the counter in front of her. Customer looks glowy under her hair, maybe there's a light that isn't shadowing? Some reflections could give some presence to the glass on the left side display case. Keep going!

ramlighthunter - Good start with shading! Move the camera in to frame a nice shot, and work on lighting now!

fuzzylizard - Looks very evenly lit, keep going with it!

brookselliott - See my reference images I linked to for floors a few pages back, I hope some of those give you ideas. Make sure the doorframes cast shadows so it won't look like light is leaking through them.

Voigg - The bottom one (without the lights in the bags) looks better. There's some extra light in the exit sign that looks like a mistake. You could play-up the light from the door more, add a highlight or reflection from it in the monitor above the cash register, maybe some rim light or kicks from it in places? Make sure the vegetation looks translucent where it gets back-lit.


09 September 2009, 09:42 PM
added the females and started to light them.

I haven't really touched the surfaces yet. I think I'll start to work on those some next. I'll probably change the color of the clerk's suit since its really similar to the background color behind her.

09 September 2009, 12:17 AM
The FBX file seems to be missing.. any ideas when it'll be back up Jeremy?

09 September 2009, 04:44 AM
Thanks for the feedback Jeremy and Dan. I put a a small ammount of free time into putting rigs on the characters and trying to repose them and smooth them out a bit. I don't know if I'll put them in though. Not trying to be a jerk, but the characters are extremely rough and trying to make them look good would be a modeling, texturing and fur/hair challenge and I'd rather just get some practice in lighting and rendering so the set alone suits me just fine. I know having characters lit correctly would be a great added challenge, so maybe I'll drop them in and try to light them without tweaking them much at all.

09 September 2009, 07:42 AM
@ Waters and also to others ;)
yeap since I modelled one of the character i know it. riggirn, texturing, adding fur, can be a competition by it's own. I also modelled teeth for example but if you dont' rig the mouth you don't see them, the eyebrows are not modelled (just a bit) since it was supposed to have them textured, then also come up the question how should we model hair and keep them simple ? that's how I modelled some strain that can be furr and or mapped with opacity. I didn't unwrap uv (I just created a obj) and also also can requite a looooot of time (even if with unwrealla or similar tools things can go better) but painting can be crazy (just thinks about how many maps you must have if you would like a realistic SSS).
Finally we decided for having a character look like a doll (the bratz where the idea) with low poly. so if soomeone choose the photoreal path of course this are not "good". I had in mind the idea of some "plastic" lookalike character. I think that for having a realistic character we would have gone the poser way (but in that case we wuold have the poser look ;) or just to make a challenge for that (with pre exsistent texture for example and unwrap uv already done). but I hope in some way that people liked the challenge also as it is :)

09 September 2009, 08:41 AM
Hi everyone.
Jeremy thanks for your comments
Corrected light. Сontinue to texturing and shading.

09 September 2009, 02:22 PM
TV screens have a "texture" of noise and scanlines. Even HD sets.

Sometimes the camera's shutter captures a set mid-way through refreshing a frame, so that the top part of the frame appears brighter, then the bottom is darker or only shows one field:

In a brighter room, often the picture looks dim, and the reflections can obscure parts of the picture. The black parts of a picture don't reach a true black if there is screen glare.

When a picture is taken of a TV in a darker room, often the picture on the screen gets overexposed, so parts of it get blown-out and lose saturation.


09 September 2009, 09:10 PM
my first attempt .......

09 September 2009, 01:37 AM
wow !!! .. nice work :applause:

i will start in the lighting and show you :)

best regards :wavey:

09 September 2009, 04:14 AM
@jojo Thanks for the work, it's great to have something to texture, light, and shade without starting from scratch. What you say is very true.

09 September 2009, 05:35 AM

09 September 2009, 06:51 AM
This is other test render to artifitial light rendering.

I will start to work with the TV screen, thanks jeremy for this advice. I will try to apply it.

This image doesn't have any correction or ambient occlusion yet.

Maya 2009
Mental Ray - Direct Lighting


09 September 2009, 10:47 AM
nice work.................

09 September 2009, 11:38 AM
This is my latest render, still sucks :p

09 September 2009, 11:42 AM
its looking better...but see the ear .......

09 September 2009, 11:55 AM new....................

09 September 2009, 04:06 PM
Hello ...

I'm new in these parts and I thought I would start satisfying my obligations to get an Avatar (lol) by introducing myself in my first CG Challenge. I like the concept, it's right up my current talent speed (which is somewhere just crossing leaving Newbie and 'not-bad' Intermediate).

I'm on 100% Zen-mode when it comes to 3D work and you'll find my postings will be rather philosophical in context: I simply want to improve and accomplish tasks I set for myself. Kind of like a martial art ... daily efforts to improve self ... even if you never do battle at all. In my opinion of my talents, I know NOTHING and I constantly seek perfection ... even if it's never found.

This is what happens when you turn 40 (lol) ... the whole perspective-thing changes.

Unlike most of you pros, I don't work in the industry. I have a regular job at Delta Airlines on the ramp pushing in and out planes and loading luggage. I think out of all the jobs I've had in my life, this one has been the most exciting. It pays the bills, helps support my family and allows me to buy that Quad processor for Christmas. Dang renders need to bump up.

In regards to working in the CG industry, I honestly, I never had the discipline to do a 'creative' art and be at the whim of an employer. To me, it's like raking hot coals through my throat when you spend 48-hours working on something for a client, only to have the client (who has no idea what you went through to make 'whatever') ask for changes that boggle the mind. Not my shtick ... but I do appreciate those who have that patience. I probably wouldn't mind doing some freelance work as I relax more with age.

So, anywho ... staying on thread ... I wanted to say hello and start the 'In Progress' postings toward my final render for the challenge. All comments, concerns and complaints are welcome as I see all of you as mentors toward my final goal.

My system:

Windows Xp Home Edition
Pentium D 3.1 ghz, 3.0 gigs of ram
3DS Max 9 <------- Weapon of choice.
Vray 1.5 RC3 <----- Ammunition

You should know FIRST AND FOREMOST ... I SUCK as a modeler. Over the years, I've struggled and tried my hardest to overcome that failing in that segment of CG skills. But guess what? We can't be everything in the Pipeline of CG development and I'm not and never will be in the modeling department. And that's a shame, too ... cause I have a secret lust for ZBrush and I so, SO, SOOOOOO want to be good at it. Unfortunately, I have ZBrush and if I had to represent the company developing a slick model, they'd go bankrupt.

So I'm the world's greatest model hunter (lol). Models that I use will be credited each and every time ... including the program I use.

The model's used in my work for this challenge will be from Poser Pro (V4, Akio 3 and M3).

I used to pull my hair out trying to connect 3DS Max and Poser properly, and I found the most definitive, workable and material transferable method possible. I'll gladly share if anyone is interested. Also working on this skin-improvement technique to enhance Poser skin tones. No, I don't use Daz Studio ... and probably never will. The interface and I never quite get along.

Other models used are from Archmodel collections, to spruce up the scene a little.

As it stands now, nothing is done, but I'm going to try to do something with the characters that came with the supplied challenge (and thank you very much to the creators) and generally have a lot of details to do. It's early ... we got till October 26th so I'm taking the time to really focus on areas that are foreign to me. Particularly Incandescent Lighting (or self-illumination depending on what tutorial you hunt for) and mixing it with common lighting to have a consistent image of the thing that is lit and what it is lighting.

OH! And goodness me ... the customer has a little bit of breast (mesh) showing. Keeping it there looks kind of hot ... that torn clothing look. Decisions, decisions.

Cheers to one and all and may we all learn something new daily.

09 September 2009, 05:07 PM
@subhankar- Thanks for your comment. I will surely look into it. I think you have a good scene going on. You can try to tone down the reflectivity of the showcase as its looking transparent to me. But follow my advise at your own risk! :buttrock:

09 September 2009, 05:51 PM
my new one image .............. prasun for your comments time i will change it

09 September 2009, 07:18 PM
my new one image .............. prasun for your comments time i will change it

Nice image...I like the materials you have chosen...Are you using brdf reflections? You might want to add a little gloss to the case and the glass to get some reflection fall-off.

09 September 2009, 03:24 AM
Just trying camera layout and also posting to the site. Still going.

09 September 2009, 04:41 AM
This is a update render. I have to say that make the tv screen is not easy :), i don't apply the ambient occlusion or any color correction yet .

I try to follow your advise jeremy, i made the tv screen reflective, the black part is not too black because the reflection, and the white part i try to make more bright, there is scanline, but the camera is far that don't see it.

Maya 2009
Mental Ray - Direct Lighting.


09 September 2009, 07:17 AM
Trying another angle out, adding characters in (maybe), and using some inspiration from a Jeremy Birn render.

-> Great looking models CGMagicman.

09 September 2009, 08:13 PM
just some small tweaks:

09 September 2009, 08:23 PM
Adjusted the arms positions, as well as their proportions. I tried to get more depth in the scene and focus more on the girls with the foreground element.
Smoke is a 2d fluid with color correction in post. I'm not happy with it yet. (

09 September 2009, 09:51 PM
Hey everyone, I haven't posted anything as of yet but am working on this challenge none-the-less. I'll have something to post up here pretty soon though.

I own a 52" Samsung 650 series LCD HDTV (I love my TV :) ) and recently shot some reference of it to help myself out in figuring out what a TV would like photographed. I saw that Jeremy posted up some awesome reference earlier and thought I would share some reference as well. It helped me out so I thought it might help others as well.

A few things to keep in mind:

1) My camera is 5 years old and not very good at focusing in low light conditions. As a result some of the shots aren't as crisp as they could be with a bad ass DSLR camera with a fast lens.

2) Most of the images are pretty grainy because I had to crank the ISO up to get a decent exposure without a super long shutter speed.

3) The shutter speed is STILL fairly long in spite of the high ISO and as a result most of the images on the actual TV are blurry due to motion (something to keep in mind perhaps when creating our own images).

4) I shot images tungsten balanced and daylight balanced to see the different effect it would have on the TV. As you can see from the photos, there is a fairly drastic difference between the two. I also shot some images at night and some in the morning to see what the tv would look like with pure tungsten light and with a tungsten/daylight mixture.

5) Almost all of the images I shot (even the ones I shot in the morning with light coming in through the window) are fairly low light and the low dynamic range of the camera forced me to under expose the rest of the image to get the values in the TV in the correct exposure range or over expose the TV to bring the rest of the image to the proper exposure level. Those are also some things to think about when crafting our images as well.

Anyways, I hope this helps others out as well. It definitely helped me out. :)

09 September 2009, 10:33 PM

Slowly chugging along. Thanks @Waters for the compliment. Models from Poser, I'm just trying to make them look better (lol).

Recent changes:

Swapped out the Clerk behind the counter and finally settled on the final camera angle.
Added light in the backroom
Terribly poking around at placing maps on the TV screens. They suppose to have an image of Batman on them ... supposedly. Where'd they go??? Working on it.
I'm basically adding scene objects slowly and messing with materials piece by piece. The plasticy-feel of the characters will go away once I knuckle down on the materials later on.

in the end, I'm going for a natural shopping experience. As much as this is a lighting challenge, I figure 'what' is being seen is as important as the light shining on it.

I want to add merchandise in the glass case behind the guy.

And those TV's are irking me. What happened to my Batman?

Ah well, hope all of you are well and blessed.


09 September 2009, 06:38 AM
thanks for your comments bezzeler2000 ........ (
no this is not a brdf reflections ....i am using a simple blinn ....
ya next time i will change it and the glass.......
again thanks for your good comments ....................

CGMagicman ( your model is so good and nice .....
really its looks nice.......

09 September 2009, 06:53 AM Everybody, here's my Render.... wouldnt call it my first try for this scene...but still lots to do to reach the final stage. Have used mental ray but no GI.
Everybody's come up with great outputs and has really inspired me to work on this scene and even upload it here too but do not know whether its worth uploading here.waiting for comments !!!

09 September 2009, 11:28 AM a little bit of tweeking. I have observed the reference of the tv in darkness and have tried to match the effect. Please help me out.:sad:

09 September 2009, 05:44 PM
@djprasun : Are you talking about the reference where in the screen colors seems blown out coz of darkness in room? If yes then have you tried tweaking the saturation level of that map separately in photoshop? u could even add lil diffuse glow and then play with the saturation level.
I dunno If this is what u looking for...!

09 September 2009, 06:04 PM
djprasun: Great update. I like the changes you've made to the TVs however, different TV's have different refresh rates and will refresh at different times. That being the case try making the distance between bands a little different for each TV as well as make the bands be placed at different points at their refresh time. Also try playing with the angle of the gunman's shadow. As opposed to having it completely horizontal try to give it a little turn so it would look a little more interesting.

lilnamz: Good start! Try playing with the camera angle until you find something a little more interesting, or move some more objects around in the scene.

CGMagicman: Nice scene you've set up. You definitely have a realistic lighting setup and great start with materials. Though I think it would look a little more interesting with some more contrast and some play with the color of the lights. Keep going!

Resand1080: Thanks for the great references!

lunat1k: Nice fixes. I'm still seeing what appears to be banding from depth maps on the white object the smoke looks like it's coming out of. The red rim light on the woman behind the counter doesn't feel completely right to me. Having a thin rim of red on both the left and right side of the characters head when the exit sign is a little screen left compared to her looks a little odd. Maybe using the the more whitish light from screen right would work a little better.

Waters: Good work! I like the way the ceiling is looking. I would expect the floor to be much brighter than the ceiling when the ceiling is providing most of the light. The exposure is a little odd in the scene. It appears that the light casting the shadow from the character is outdoor light but, the outdoor light is darker than the indoor light. It may just be the material on the floor, you may have to place a light card outside to create a bright reflection.

eduroam: Gets better every time =) I like the addition of some specular reflections. If the TV is not looking the way you want from further away, you may want to exaggerate it so it appears from far away.

bezzeler2000: Good start, keep going! Try not to have your main light source come from directly behind the camera.

subhankar: Good work. Try adding some bump to your reflective objects to break up the reflections. As well as adding some Fresnel effect to the reflections.

jeremybirn: Thanks for some more great references, and for the feedback! I hope to post my next iteration soon.

genaf1: Good texture work! I'd like to see the TV's brightened a little. Take a look at Jeremy's next post, he has some good references. Keep going!

Vesty: Good job so far. Sounds like a good idea to start working on the materials!

09 September 2009, 08:00 PM
Here's my next image. Biggest changes are: removed a lot of unmotivated lighting, add some more light bounces, relaxed the characters' eyelids, moved some objects around. Still want to add hair and change the pose of the characters a little. Looking forward to feedback. Cheers!

09 September 2009, 02:20 AM
Just got my new comp.. hopefully u can expect me to participate in these wonderful challenges from now on.. Started already..

09 September 2009, 04:55 AM
thanks lilnamz and kanooshka. I have just projected a map from a spot light for the gunman's shadow, so I can't actually turn it. And also I don't have any realistic character which I can use, so I'am hopelessly short of resource. :cry: If any one knows about any free link where they give realistic rigged character, please share. This is the silhouette image I used:

09 September 2009, 07:06 AM
here's my new post............not much done as was busy with other stuffs............

09 September 2009, 10:05 AM
Hey, Dan, thanks for the comments. You're right about the red rim on the clerk's hair, it shouldn't be there. It's a cheat, and I kinda like it so I'll leave it for now.
About your last update. I'd say the right stand (the lower shelf) is distracting with it's bright light. Maybe you could bring the camera a bit higher and crop to a wider aspect ratio. That way you'll loose the lower distracting part (also her feet) and give a bit more air over their heads. I'm not sure also if slight defocus would help, not much, you could try and see how it goes.

djprasun, you could try editing the shadow image, skewing it to one side.

Not much done, This is a new render with more samples (for the dof noise), (finally) fixed the depth map artifact and gave vision to the clerk as she looked blind until now. (

09 September 2009, 07:36 PM
My first challenge here.:)

I rendered this scene in Maya with Mental Ray

09 September 2009, 12:07 AM
@kanooshka - You're right, the exposure isn't realistic. I've been going back and forth about having light come in from the windows or having the scene lit only by interior lights (day/night). This is an attempt I guess to combine the two (morning/dusk), but the ammount of light coming through that door is unrealistic for sunlight. I was concerned about having portions of the image over-exposed. I'll try re-adjusting tonight. Thanks for the crit about the ceiling. The falloff is correct, but probably the floor is just too dark and looks off. I'll give that a tweak as well.

Thanks to everyone who has posted refs for lcds, I'm going to try playing around with that tonight.

09 September 2009, 05:12 AM
Well in this post i will tell you how I create my TV Screen, maybe help somebody, i don't know if it the best solution but that all image that created i liked this style.

Please if somebody know i better way to get a great look of TV screen, feel free to teel us.

Sorry if my english is not good.
I'm using photoshop.

1. I start with the original image

2. Now I created the Line Pattern, to do that, I create a White Layer, after that with this layer selected, I going to Filter - Sketch - Halftone Pattern, and select Line in the option, after that, you can select Multiply or Light operation, I don't use 100% opacity, usually i use 30% or 40%.

3. After that I desaturated the image. Image - Adsjustment - Hue/Saturation.

4. To make the white more bright, I going to Filter - Artistic - Film Grain and I use Grain 1, Highlight 3 or 5, intensity 3 or 5, you will see how the white is more bright.

5. Next, i going to Filter - Blur - Motion Blur, and I blur a lot about 25%.

6. After that, I duplicate this layer, and the new layer i make 30% opacity, and I move a little, that created something that i saw in the example that jeremy shared, is like a ghost image.

The first time i think, is to blurry, and it is. But you have to thing that when you render, the image is scaled and the blur is reduced.

Another think to be carefull, is when you test the render, if you use Low antialising, the line pattern in the image would be created a Moire Pattern or you will see how the line curved, that happend no because the image is wrong is because the antialising, if you increase you fix the problem.

Well that is the way that I trying to created the Tv Screen, i don't know much about photoshop, and maybe somebody know a better solution.

Sorry if my english is no good.


09 September 2009, 06:18 AM
@eduroam: Nice! Excellent tutorial. I think you nailed the main points that make a photographed TV screen look like a photographed TV screen. Totally different than what our eyes see...obviously...otherwise watched TV would be a nightmare!

09 September 2009, 07:18 AM
thanks eduroam. I was searching the net today and I found a cool tutorial for a photographed monitor, check it out @

09 September 2009, 01:21 PM
eduroam: Thanks for posting your workflow for the TV!

Waters: Looking forward to seeing how it ends up in your next post.

sumeetkaur: Welcome! Overall your image is very bright, try creating some contrast.

lunat1k: Looks great! You may want to think about just using a sprite image as opposed to fluid for the smoke, that way you could have a lot of control and cheap render times.

pankajkaintura43: Keep going.

djprasun: Sometimes when I find myself with an image I like and it's not quite working as a cookie. I'll create a plane and apply the texture to it using white as transparency, without refraction of course. Then I can move the light and object the way I want to get the right perspective.

09 September 2009, 11:39 PM
@eduroam - Thanks for that, very good technique. I've got a question though. Don't we want to see the moire pattern?? An lcd screen has a grid pattern, and if your camera is digital it has a grid pattern it's sampling from, so you'll end up seeing a moire pattern because of the overlapping grids. Right? I guess with a film camera you probably wouldn't, except you might get some interaction between the lines of the refresh and the lines of the resolution pattern.

09 September 2009, 11:46 PM
..though looking at reference photos I don't see any of that, so I guess if it's there then it's subtle. I don't see a moire pattern and I also don't see the refresh, I guess lcds photograph much better than crts. It does seem to me that the intensity of the screen (light output) falls off at shallow angles, and the reflectivity of most of the screens seems to increase at shallow angles (usually a diffuse reflection). That could help nail the effect.
And of course most lcds will have hue shifts depending on the viewing angle, that should probably be easy to simulate in a shader.

09 September 2009, 12:35 AM
Yes waters you are totally right, In the photos reference that for example Redsand1080 shared, you dont see moire pattern neither the refresh band, if exist is very low, but i did it, because without it, the image look a little bit perfect, i'm sure there is some way to get a good TV screen with other techniques.

For examples the image of djprasun, has a refresh band and it look very good. But in my case when i probe the refresh band, i don't like the result.

But is true what you said, and is important to say it. thanks


09 September 2009, 12:44 PM
I think both of you are right about not seeing the refresh rate or moire pattern on newer/nicer LCDs in about 98% of the cases. My TV, for instance, has 120 hz refresh rate (which is pretty sick :) ) so you're not going to see that in most pictures unless MAYBE you have a really fast shutter speed. And now that the newer LEDs are coming out with 240 hz refresh rates I seriously doubt you would see any scan lines. Not sure what the deal is with plasmas because I don't really like them so I never researched their display characteristics.

So I think if you are trying to simulate older or cheaper flat screen TVs then perhaps scan lines or moire patterns might be in order...but if you are trying to simulate a newer, nicer model you might want to leave them out. If you expose your photo for the light emitted by the TV...newer LCDs photograph very well. The things that would take away from the clearness of the image would be the environment the image was shot in: what kind of light was present in the room, practical light sources, angle the photo was taken from, time of day, objects in the room reflected in the TV, etc.

Just my two cents. :)

09 September 2009, 03:10 PM
Here's my next image. Biggest changes are: removed a lot of unmotivated lighting, add some more light bounces, relaxed the characters' eyelids, moved some objects around. Still want to add hair and change the pose of the characters a little. Looking forward to feedback. Cheers!
Wow man, that's good!

09 September 2009, 04:37 PM
Hi Everyone,

Here's my latest update for this challenge.
Everyones renders are looking great may I say !


09 September 2009, 06:06 PM

It's been a long week here in Georgia. As many of you may have heard on the news, we've been hammered by the rain with lots of flooding. Though I havent been affected, i still had to go to work and it's been a mess driving to and from.

That said, I've been too tired to get near the computer to do any of the light challenge. However, i did want to jump on and give my appreciation to Kanoosha and Subhankar for the feedback. I appreciate them very much.

@Kanoosha, thank you and I will definitely add more contrasting lights/color. Your advice will help get that crazy feeling I have of a bunch of action figures standing in a playset when I look at the image (lol).

All in all, I wanted to say thank you before I go catch some sleep. I'm off for the next couple of days, so I'll get back on the wagon then.

I also wanted to send a shout-out to Phil-Roberts. I was checking out his latest rendering for his scene and I was blown away by the sharpness of detail. And how the heck did you improve on the models? They actually look sexy now! Great job.

The branding in the environment is top notch.

I want to get around to feed-backing others, but your boy is falling asleep at the keyboar ... zzzzzz

09 September 2009, 09:51 PM new scene .................

09 September 2009, 10:06 PM
sumeetkaur: Welcome! Overall your image is very bright, try creating some contrast.

Thanks Kanooshka:)

09 September 2009, 03:05 AM
thanks for the feedback, thanks edoroam and redsand1080 I'm starting to implement the shader for the lcds and I'll get some textures on them.

small update:

09 September 2009, 02:21 PM
Hi, jermy see this is my festival work

09 September 2009, 05:07 PM
Waters: Nice update. Looking forward to more progress :thumbsup:

subhankar: Looking good. Try making a key light direction and creating more contrast. Try to think of questions like should the ceiling be as bright as the floor?

phil-roberts: Nice update! I like how you've updated the apple symbol and other signs. Try adding some reflection blur to the counter if you can. I'd also like to see some light coming from the exit sign in back. The reflections in the TV are looking a little too crisp try softening the reflection/specularity of them. Keep it up =)

mister3d: Thanks! :arteest:

09 September 2009, 05:12 PM
Hi everyone!

This is my first attempt to this challenge. It's done with Cinema 4D.

09 September 2009, 05:56 PM
Big revamp of the shadowing in the scene. As opposed to every light casting raytraced shadows, they all cast depth map shadows now. Cuts the render time nearly in half. I never knew area lights could use depth map shadows until now....=)

09 September 2009, 08:39 PM
hello guys this is my new wip now compleated the texture part, for render using software render withD- map shadows,ao pass using raytrace reflections .....
thanks eduroam for that great tuto for camera....
upload two images

a little twick for the camera in photoshop ...

09 September 2009, 09:21 PM
I made some upgrade, i still working in some correction.

This Natural Lighting.

Artifitial Lighting.

Maya 2009.
Mental Ray - Just Direct Lighting.
Some Correction in photoshop.

kanooshka - Nice image :thumbsup:, but try in the TV where singer is, to create a little bit specular highlight, because the TV is too dark, to me for example, i have to effort my eye to see where is the TV case.


09 September 2009, 02:26 AM
The lighting is looking great in those eduroam.

The only crit I have to give for now is that the lighting seems a bit too uniform in both but especially the artificial. It's like everything is trying to be lit equally without allowing for some contrast across the scene.

09 September 2009, 03:35 AM
Thanks Waters, after that I read your comment, i think, that is true is uniform, maybe my problem was that in both image I apply a Photo Filter, the first one (Natural light) i apply a warm filter, and the second one i apply a cool filter.

Now i removed the filter and realize that your comments is right, look better, maybe still is a little bit uniform, but i think that look better.

Natural Light

Artifitial Light

Thanks again, Walters.


09 September 2009, 06:54 AM
Hello Everyone,
kanooshka , Thank you so much for your comments. I have kinda followed it and changed quite a lot of things in the scene.

well , I just thought of uploading the attempts I had made earlier ... making a traditional look here....but it just didn't seem good enough. (pls ignore the render quality) this was actually My first render... I guess it went unnoticed....was trying to get the dusky look..... then this one looked quite empty...... and I got similar comments hence decided to change the camera angle... here's the latest one.. I ended up changing not only the camera angle but lot also a bit of the set up.. I kind like this yellowish look but not able to decided which one to keep out of the two...!
I have used Mental Ray for rendering but without GI and FG...!
This isnt the final render though....yet , waiting for comments.

09 September 2009, 08:57 PM
So here is a first update for my scene. I changed some lights and added materials to the scene.

09 September 2009, 11:05 PM
@eduroam Really dig the new render. Looks very clean and crisp! The only crit I have is the two different kinds of wood you used in the render. The desk up front looks like a different kind of wood than the wood on the TV stands. To me, whenever slightly different types of wood exist in the same room, it makes it look kind of cheap. It just doesn't match...but in a subtle, non-intentional sort of way. It's not the quality of the render or the sense of good composition that is cheapened, but a sense of style. It looks like you are going for a sleek modern look, and you don't see a bunch of different types of wood in the Apple store, you know? It's that exact same white-washed wood used on every single piece of wood furniture in the store. It makes it unified, concise. Don't know a better way to put this into words. It's picky...but it would add to the sleekness of the design.

09 September 2009, 01:27 PM
thanks mr kanooshka ( for your good suggestion ya next time i will change it and i am following your instruction and i will try for more bright for this scene and plz you see the changes and plz any thing wrong for this scene plz tell me and teach me..........
because i am a new guy for this challenge ..........
and i hope you help me also........
many many thanks for your suggestion ..........
and plz others members plz see my scene and tell me how i improuve my self ......images/icons/icon5.gif

if you are felling anything wrong in my english i am sorry .....

09 September 2009, 08:44 PM
Hello Everyone,

Here's my entry, c&c are welcome.


09 September 2009, 02:50 AM
RedSand1080 - Thanks a lot, in the next update i will probe that you say, you are right.

faizman - Try to increase the effects of the shadow, because i don't see much influence of shadow in your scene.



09 September 2009, 11:44 AM
Did more work on the lighting: (

09 September 2009, 12:56 PM
hi everyone,i m new in this forum

this is my 1st lighting challenge

i hav just started th scene.......ur comments will b very helpfull (

09 September 2009, 09:26 PM
update version added some stuff. c&c welcome

09 September 2009, 05:29 AM
This look Cool..
Count me in
Thank you

09 September 2009, 05:46 AM
nice scene freeko. It looks like the scene from Matrix when Neo came to save Morpheus

09 September 2009, 04:20 PM
thanks.......i had an helicopter model..wantd 2 use it in a whn i got d SHOP GIRLS....ithout may b i can fit in this helicopter................ur :surprised :surprised remarks will b very helpful 2 improve d scene............thank u

09 September 2009, 01:11 PM
Hey everyone, my apologies for not being able to provide feedback since last week. Here's some catchup!

faizman: Looking great! One thing that doesn't feel quite right to me are the two table rows. The top of the table as well as the side of the table are the same brightness. I would expect the side of the table to be darker than the top.

freeko: Good start. If you're using the helicopter's main light as your light source I'd expect a lot of sillhouttes. Try to be very intentive on the shapes characters appear to be by having dark characters on a light background or bright characters on a darker background.One thing you may want to think about is what exactly you'd like to be your subject. If it's the helicopter and the camera is this close to the register. I'd expect the foreground to be out of focus.

lunat1k: Glad you keep improving this! I notice you've added a fill light coming from off screen right. I actually feel like this is flatting out the characters. It's possible that the light is too bright but I think it's more about the angle of the new light being too frontal. Try experimenting with it a little more.

ChrisFast: Good work, keep going with the materials. Try to think about how you can keep the shopper from getting lost in the background.

linamz: I like your experimentation. One of the nice things about this particular challenge is the lighting freedom we have. Instead of choosng one light color from the two images, try both. Have one be in foreground another in the background. Try having one from the right, one from the left etc..light color can be important and when used correctly helps provide a lot of depth to a scene.

eduroam: Both images are getting better! In your natural lighting render, the TV exposure seems very bright. Think of how difficult it is to see a TV when you have sunlight in a room. This is both because of reflections and the fact that sunlight is much brighter than a TV's brightness. I'd suggest, if you haven't already, placing a large extremely bright reflective plane outside of the windows in your scene. As for your artificial lighting render try thinking about creating depth with your lighting. For example, look at the inside of the counter. I know it's rounded but it would be much more obvious if there was more contrast as the desk curved. Try getting the side of the desk a little more dark than the top of the desk. Also, you might want to work on your reflections a little. The amount of reflectivity works wonderfully but try breaking it up with some wavyness.

09 September 2009, 04:59 PM

09 September 2009, 09:05 PM
Hi everyone,

This is the first time i enter a Lighting Challenge and my first post in the whole forum. So i hope you like my first test with the shop girls scene.
of course c&cs are welcome

Max 2009

10 October 2009, 02:24 PM
I'll start with some feedback =)

ciba: Welcome! Interesting concept. Overall the image is very dark. Try to get some nice reflections and highlights on the glass shards. Also, think about creating some variation between light color and intensity between the background and the foreground.

Waters: Nice work on the textures. I'd expect a much brighter reflection from the outdside in the security camera hanging from the ceiling, considering the outside light is much brighter. Have you thought about having your main light source be the outdoor light? I think that could make for some interesting contrast and depth to the image.

and here's a hair test for the Shopper:

10 October 2009, 03:34 PM
My New update
I m using 3ds max 9 (mental ray)
and photoshop (

10 October 2009, 05:55 PM
@kanooshka: Nice! That's pretty cool you put the time into making hair. That should definitely improve the look of the character. I would offer some critques, but once the camera is moved back and not RIGHT UP on the hair I think most of those issues will correct themselves. No way to really tell untill you do a render from the final angle though.

Nice work!

10 October 2009, 07:14 AM
hi guys

Some really nice works posted recently, well here are my shopping gals,
Will hope some feed back and C&Cs from all you guys ,
It was difficult taking chars in the pose I wanted(DId it moving individual vertices.)

(Hey Waters just loved your work)

10 October 2009, 02:18 PM
Here is my update.

First, thanks for the comments kanooshka.

I tried to set the glass shards apart from the background by the use of motionblur and more reflections on the shards.
I also wanted to create a greater difference between the foreground and the background through the light color of the background.
Hope you like the changes.

10 October 2009, 04:37 PM
This image might look out of place with all the nice renders you guys are kicking out, but here's my chicken scratches in Microsoft Paint using a mouse. No references were used though I realize the importance of good references. I don't have a 3d package, Photoshop or a tablet to work with right now as I'm at a stuffy non-art job and just thought I'd have a little fun splashing some pixels over the scene screenshot provided by Jeremy.

10 October 2009, 09:35 PM
Been a while since I posted my concept but here is what I have done so far.

10 October 2009, 10:28 AM
Hi Everyone and Jeremy,

Here's my latest update, added light to the exit sign and some point of sale and tweaked a few other things.

Done in 3ds max and rendered in Mental Ray.


10 October 2009, 03:37 PM

Hi Everyone and Jeremy , This is me again !

second time take part in the Light Challenge but with a completely new account, this account will fully instead of the old one - Crystalpiggy for the future post.

Hopefully the image also provides the new vision to you. This criminal scene rendered in Mental Ray Maya 2009, with the Beauty, Occlusion, Depth, and RGB Matte passes. Finally compositied in Nuke.


10 October 2009, 08:19 AM
hey kanooshka, thanks for the feedback. The camera dome on the ceiling doesn't actually reflect up to the window so we don't see the sky outside. Maybe I'll use a reflection map on it instead of raytracing so I can fake a sky reflection? I've taken your advice, partially, and put more emphasis on the light contribution from the outside. Not sure if I'll stick with this camera angle.

Appreciate the feedback! This next one I've played a bit in photoshop with colors and levels.

10 October 2009, 01:24 PM
Hi All..

First, @Sunhe, ... I love the gun and point of view you created. I had an earlier thought to do something dramatic and I'm glad you pulled it off nicely.

Work kept me from detailing and focusing on my image. Have you ever stepped away from something for too long and lost ground on where you were going with it? Case in point with this image. I got back to it last night, added one light and a few screens and still can't remember where I was going. I wanted to take the suggestions from earlier (thank you all), but can't seem to grasp exactly 'how' or 'where' to them.

But you see, my 'new'-ness is showing. (lol).
...moments later ...

The more I stare at it, the more I see where I left off. Lesson learned ... hammer it until it's done. A settled work gathers dust.

Whoa that's deep.

10 October 2009, 02:21 PM
Played around with the tv. Gave different refresh band as suggested by kanooshka. also changed the gunman shadow and made the light source red.

Lots of quality render coming in. Everybody is doing great. :thumbsup:

10 October 2009, 05:08 PM
djprasun - Nothing to say for me is perfect.

CGMagicman - Very nice. I know that your light is low, but for samle in the man try to create a sharpe shadow, because is to blur and also try to create some reflection or specular highlight on the TV.

Waters - Hey water, excellent image, but in my opinion the black base that hold the circular light, is too black, i think that if you add some specular highlight or reflection on the shader it will look very good. The same with the TV they need some reflection or specular.

sunhe - Excellent image, but i think if you add some rim light on the left of the woman that have the weapon, i think that it should look perfect.

Phil-roberts - Excellent image and good combination or color, maybe a little bit specular or reflection on the TV.

zmuh11 - Nice concept. Try to work with the subsurface scattering, in the neck you can see the SSS effects a little bit strong, try to reduce the depth attribute that control the SSS, and try to create some shadow on the boxes.

looga - I like your style, but you can try now, with photoshop create some light effects, I don't work in photoshop but i saw a lot example where the people did it.

ciba - Nice style, but try to create specular highlight on the TV.

punytjoshi - Excellent i don't see anything to say you.. Excellent image.

Sorry if my grammar in english is no good, and hope that my advise help you guys.



10 October 2009, 06:11 AM
got a copy of Knoll Light Factory and played around with the lens flares. Here is an update with the lens flare.

thanks eduroam for your comment.

10 October 2009, 06:53 AM
Thanks eduroam (, I'll give you advice a shot! vbmenu_register("postmenu_6137059", true);

10 October 2009, 02:38 PM
Hi all this is my first post to the lighting challenges.

To Waters: We seem to have the same idea of the off screen character casting a shadow into the shot. I knew this was gonna happen.

10 October 2009, 03:41 PM

sorry for replying so late !! this is my new render ... i had been bit confused with my textures and camera angle !! plzz do give some comments guys !

10 October 2009, 06:11 PM
Hi everyone,

Im new here at this great forum. Its very useful and there are so many great renderings...
absolute fantastic.

I hope to get the chance to post my image for this challenge as well. It would be a great oppurtunity to recieve lots of feedback and tips about how to get better.

I was wondering if I could put my renderings on my web page, presenting it with all needed information such as your website and the name of the scene creator.


10 October 2009, 03:26 AM
All in all I'm glad to see more people posting feedback! I think this challenge has had the most C&C between artists than any other ones before it.

GW3D: Welcome! You can put the images in your reel/website as long as you provide the appropriate credits with the image/video.

preetamsaha: Welcome back. Good texture work so far. Make sure your lights are casting shadows, you may also want to think about playing with your light colors as well as giving each light at least a slight difference in color to make it more interesting.

psulli: Welcome to the lighting challenges! Good start so far. You may want to think of framing the shot a little closer. I didn't even notice the character's shadow at first, if this is an important part to the scene you may want to move it more into the center of the image.

djprasun: Your image has come a long way since you started, good work. I like how you've updated the TV's. I'm not sure if the lens flare is appropriate for this shot, especially it being so much in the center of the image, it's very distracting. I find the color of the REC circle and exit sign too similar and confusing. Of course I'd understand if you were sick of working on this same image. I know how it is after spending so many hours of tweaking. :thumbsup:

eduroam: Thanks for contributing!

CGMagicman: Good progress. Still would like to see some more highlights and some play with colors =)

Waters: I like the adjustments in photoshop! I'm noticing that your images have been a little grainy and noisy from what looks like dithering, is this intentional?

sunhe: Good image! I like the play with color. For some reason a lot of people seem to like adding in guns, just an observation. I'd like to see some rim lighting screen left on the robber, they're getting lost a little in the background.

Phil-roberts: Great. The only thing I can think of is that you might want to soften the main shadows a little bit. Good work!

zmuh11: Good work, I like the work with the kick light from the door. Try working with some volumetric lighting to get some rays coming from the door. Also, try focusing your light to the character and door area as well as have some strong specular highlights.

looga: Hi, glad to help provide some artistic relief for you! I here you in how difficult it is with a stuffy job, my last job was a Data Analyst and yuck I'm glad I don't have to do that anymore. I'm assuming this image was spur of the moment, so I'll spare you my rambling feedback, but you can let me know if you want some!

ciba: Good progress. I'd still like to see the brightest highlights in the scene on the shards of glass. Maybe a good suggestion would be, for now, having the environment be completely black and the getting the glass pop out in that environment.

punytjoshi: Good job! That's very impressive that you moved each vertex. Does your software package not have any kind of rigging/animation tools? I'd like to see some adjustments in the light angles on the characters, they seem very brightly lit from the front.

Redsand1080: Thank's for the compliment. I agree that the hair is far from perfect but as you stated, once the camera is pulled further away it won't be as noticeable.

coolarena: Good work. Make sure your lights are casting shadows and try to get some more lighting from the sides.

10 October 2009, 04:39 AM
@kanooshka- thanks again. I was watching the New Divide video of the Linkin Park and saw some cool strip kind of lens flare. I am asking is that will it be okay if I decrease the brightness of the lens flare? I can delete the flare altogether if its not appropriate. This is a very good scene and I have to disagree with Mr. kanooshka, I don't mind spending another month with this scene.

Love your render waters. This camera angle is working miracle compared to the angle you started with. :buttrock:

10 October 2009, 04:57 AM
Awesome work everyone! I've seen tons of improvment in so many of the images. Here is my first post. Still missing some things (like some characters) but it's getting close. Still haven't completely smoothed reflections yet either, since that doesn't have a big impact on the overall lighting and concept. C & C always welcome!

10 October 2009, 09:56 AM

thanks for the quick reply. Of course I will provide the presented images with all needed credits on my web page.
I'm looking forward to the next challenge.


10 October 2009, 12:47 PM
@kanooshka- thanks for your comments !! ill definately make those changes ! if u could give me any refference for my image it will be very helpful for me ! im not getting appropriate refference for my image !

10 October 2009, 05:59 PM
enclosed my first try. Thank you for comments.....

10 October 2009, 06:30 PM
Thanks for the heads up kanooshka, it seems like photobucket is applying added jpeg compression to the images I upload. I'll look for a better method for photo hosting.

10 October 2009, 12:43 AM

Hi Everyone and Jeremy , This is me again !

second time take part in the Light Challenge but with a completely new account, this account will fully instead of the old one - Crystalpiggy for the future post.

Hopefully the image also provides the new vision to you. This criminal scene rendered in Mental Ray Maya 2009, with the Beauty, Occlusion, Depth, and RGB Matte passes. Finally compositied in Nuke.

Man, that's great! It made me laugh. :D Maybe the gloom from the monitor i sa bit too high.

10 October 2009, 03:47 AM
small update:

10 October 2009, 03:29 PM

my first try

10 October 2009, 03:33 PM
my first try

10 October 2009, 03:39 AM
GW3D: Welcome! You have a good start so far. The characters look as if they're glowing and are very flat. Make sure to have them cast shadows and also have shading.

Waters: Looking much better! Maybe you may want to add some lens distortion for having a slightly wide field of view?

dhaposh: Welcome, I like the creativity. With such bright natural light outside of the window I'd expect that to be your main light source. I think it would be very interesting to have light flooding in from outdoors and also moving the character closer to the camera so she doesn't get lost in the background.

10 October 2009, 02:44 PM
This is terrific. kanooshka is doing a great job moderating the forum while I've been too busy to post. I'll try to get more involved before the challenge ends, but I am teaching a CG Workshop now that takes-up all my time on-line.

dhaposh - That's a great start! I think the perspective could match better if the man on the right weren't bigger than the girl in the foreground. Try to get the floor reflections to be at the same angle as the background, if you look at the reflection of the black bar onto the 3D floor, and the reflection of the sky by the arch onto the background floor. Try to get the vertical lines of the architecture in the background to line-up with the verticals of the 3D set, especially on the right side where it's right across the hall. It's OK to rotate the plane with the background image, it doesn't have to be all 3D camera adjustments.

Maybe the next challenge will have to have a "no guns, blood, or violence" rule. I don't like censorship, but when I see so many people adding guns I can't help but think that some people need a little push to make them think of more creative ways to make a scene interesting. {EDIT: Some of the current scenes with guns in them are terrific, well-lit, and will look great in the gallery. I'm just hoping for a departure from this in the next one...}


10 October 2009, 02:56 PM
this is my 2nd try

10 October 2009, 04:29 PM
This is my first time ever posting here. I've been "lurking" for quite a few months now.

I just want to say, that I agree with Jeremy about the blood/guns issue...

My first thought was (since I have a 2 year old daughter) why doesn't someone do a Polly
Pocket type scene? This seems like it would be the perfect challenge for that...

Anyways, it's not my place to say, because I'm not the professional here.

I will go back to "lurking" now ;)

P.S. Very good scenes so far EVERYONE!

10 October 2009, 12:03 PM
Thank you for the hint. Here is my next try....

10 October 2009, 02:53 PM
@dhaposh- Really like your concept. Try to work on the glass door as it looking like a poor quality picture outside the door. And also bring some shadow on the character standing beside the door. Also work on the glass in the bottom left corner as it feels like it disappeared gradually in the bottom right corner.

@GW3D- I really like the colours in the left hand side wall. For the time being work on the counter girl as I feel the light coming to the character from above is too harsh.

Hey man, I'am not an expert. Follow my advise at your own peril. Hope it helps. Best of luck :buttrock: :thumbsup:

10 October 2009, 03:05 PM

another update !

10 October 2009, 05:25 AM
jeremy: Thanks, glad to help! I'm sure everyone agrees when I say that we appreciate all of the time you put into the challenges. Even if it's not as much as you'd like.

dhaposh: Looking better! I'd still like to see how your image would look with the natural light from outside as the main light source. I'm also a little confused by the gray diagonal through the bottom of the screen. You may want to considering removing it because it's a little distracting.

GW3D: Looking good! I feel like the bright white shelves in the display cases are very distracting. Maybe you could try creating pools of light within the display case to make it appear like there's light bulbs in there as opposed to one large light source.

preetamsaha: Good work. Overall the image seems very flat. Do you have a main key light direction? Make sure it's not directly behind the camera.

10 October 2009, 12:13 PM
Thanks again for ur comment kanooshka !! Im using area lights as those tube lights from the top , and i am using those lights as my key lights ! I hav'nt used much of area lights before thats why im facing i bit problem to handle them. Actually im trying to bring a bright glossy effect in that showroom ! im using this below image as my refference :-

10 October 2009, 04:18 PM

Thanks for you guys comments. This is another render. Added the rim light on the robber, and tuned intensity slightly down on the screen.

10 October 2009, 11:07 PM
I'm looking at everyone's work and I feel like I must be going in the wrong direction. Everyone's work is amazingly glossy, shiny and reflective while I've gone way, waaaaaaaaayyyyyyyyyyy to subtle.

Then tonight's rendering has errors but here we go.....

Gotta love Beyonce....

The TV's to the right haven't undergone this new idea I had to get a specular/TV effect while the TV on the left was almost there, but not quite what i wanted.

You see all those lights on the walls that look like I did something smart? Well, I didn't. lol. It's actually a random, chance happening based on the material I used and it came out better than expected. Now it looks like I put individual little lights in areas against the wall and no one is the wiser. Wait a minute ... doh!

I'm working to put some sort of price display in the cash register.

Oh, and I gotta add a gun in there somewhere.

Jokes. Lol

10 October 2009, 03:42 AM
CGMagicman ( - I really like your floor texture. I think if u scale it down so there are more "tiles" showing it will help make your room feel bigger and give the appearance of more space.

10 October 2009, 10:39 AM
Hello there,

I am a pretty old member but this is the first time i am taking any challenge. May be I am little late... I am trying to make the lighting as its a futuristic show room. Glossy... reflective... abstract shape... Dont know how it will look... But i want to give it a try.

Software: 3D Studio Max 2009 with V-ray.

Md. Towhidul Islam

10 October 2009, 08:19 PM
I wanted to congrats suhne for the wonderful work
I really like your image
Actually the character were modelled to look more like bratz or dolls .. and the idea was a candy or a toy shop (the character should look like a low poly non realistic models) , also a competition with guns went out terrific oh well :))))
really great work around

10 October 2009, 05:09 PM
Hey all,

Loving the work here!..

I am currently learning Maya, and for the rest of the month I'm learning about Lighting alone, reading Jeremy's book and watching his DVD, really enjoying them by the way!... I would like to have a go at this challenge just to see what I can do, however I'm just unsure about where to start!... apart from the obvious in thinking of an original and interesting concept.

Have you all created your textures or just used ready made textures you have in a library?
Is much modelling required or are pretty much all the components within the scene?

I just don't want to go off in a tangent and start modelling when that is an area I am not too experienced in, I realise that all approaches to the challenge differ but I would appreciate if someone could just give me a bit of guidance in how to go about this.



10 October 2009, 05:18 PM
Gooner442: Welcome! I'm glad you're interested in joining in the challenge. Basically to sum up what's needed for the challenges is, you can put as much extra work as you want into it. There's quite a bit of models provided in with the scene. I personally don't add anything very often. As for the texturing, again you can put in as much as you want, if you're limited for time you could use either procedurals and/or textures from I'd suggest downloading the scene and taking a look at it and then decide what you need to do for the image you want to create.

10 October 2009, 05:40 PM
kanooshka, thank you for such a prompt reply!.. I'm pleased to hear that you don't use too much that isn't in the scene already. I'm having a look at the scene file as we 'speak'... will be keeping a check on the forum for what everyone else is doing and when I have something worthy I'll post it... thanks!

10 October 2009, 06:26 PM
I wanted to congrats suhne for the wonderful work
I really like your image
Actually the character were modelled to look more like bratz or dolls .. and the idea was a candy or a toy shop (the character should look like a low poly non realistic models) , also a competition with guns went out terrific oh well :))))
really great work around

Thanks jojo1975 Your idea was even deeper than what I expected. :)

10 October 2009, 07:23 PM
Here is where I'm currently at

straight out of the render with z depth:

after some messing around in after effects

10 October 2009, 02:35 AM
Sorry I havent been posting anything in a while, I got really busy. But here is what I have been working on.

10 October 2009, 06:03 AM
Some a little upgrade.

Natural Light

Artificial Light

Maya 2009
Mental Ray - Direct Lighting

Really thanks for kanooshka for your advise that help to improve my image, and Jeremy for this challenge and advise too.

There is a beautiful works and nice images in this challenge congratulations for everybody.

Eduardo R.

10 October 2009, 03:32 PM
Great work everybody!

eduroam - Your artificial light image is really terrific! I think a few places, such as the top of the right sofa, could use a little more fill light, just so the shadows don't go black. Some bounce from the blue carpets onto the furnature would help too. The TV screens could use a little more glare, just some gradients or highlights or reflections on some of the screens, just so you don't get a situation as happens on screen-left where a screen looks so similar to the front of a carboard box. You could use a hint of blue fill light from the lit walls onto the tops and bottoms of the edges around them, and perhaps onto the TV tables and shelves in front of the blue walls as well; those shelf-tops are looking a little dark.

For the "natural" light, maybe the reason it doesn't look natural is because it's all one color? The light and reflections from a window might contain a sunbeam when the sun is low in the sky, but it would certainly also contain some soft blue fill light coming from the other angles around the sun. Work on how the hard, bright, warm sunlight mixes with the softer, dimmer, cooler sky fill in the light on the floor and the reflections of the floor/window area. Take a look at pictures of rising/setting suns and the surrounding sky colors you can get for reference. You might make the shape of the shadows more interesting as well (doorframe, window posters, etc.)

Voigg - That's nice. In the center foreground the warped counter looks very low-polygon, if you want to add cracks or something try texturing it or at least subdividing what you want to break-up. The foreground area with the bags seems like it need shadows or occlusion, so there's real darkness where the bag touches the floor, etc. Having lights coming so evenly from three directions (back right, screen-left, behind camera to right) creates an evenness that works against the dark, shadowing, contrasty tone of the scene, if you could simplify a bit, and maybe choose just one or two of those directions to really play-up convincingly, you could create a stronger image.

Vesty - Nice scene. I think you have lots of little lights that don't all cast shadows, and that's adding up to a glowy quality in important areas like the left character's head. The DOF looks kindof fake, you might do without it and define the depth more with lighting -- maybe that door behind the clerk could be much darker, only accented with a specular hit from the side, instead of unifom diffuse?

threedwizard - Good start. Even in a white, reflective room it's possible to take control of your lighting and shadows, and make the light look as if it comes from a limited number of places.

CGMagicman - Work on the floor shadows/reflections more, especially where the edge of the counter meets the floor.

sunhe - That's great! Birlliant work! In the upper right, those boxes don't look like they've been textured or lit yet, and are floating in space. The bright glow around the TV image seems fake, and maybe you could find another image that looks more like cash register screen? In the foreground, the money looks more thick, like picture postcards, because it needs some bounce light or some translucency to look like thin paper. The counter-top and reflections look great! I like the poses and composition of the characters. On the ceiling, it seems as if you have one flourescent light fixture, but then on the left some glows from other light fixtures where there's no light behind the glow? I think the lights above the emergency exit could be turned off, or white/yellow, but those kinds of spotlights aren't usually red like the exit sign itself.


10 October 2009, 03:25 AM
Thanks for you input Jeremy. Here is my up date, added Occlusion and changed a bit of the lighting in the foreground.

10 October 2009, 04:15 AM
hi Every body,
Thanx for your comments Yes software I use does support rigging but I am not too much into rigging and if I will get into it, It will be altogether different challange of its own, Yes chars are brightly lit as you marked up Even I noticed it while lighting up but I think any Homeapplience store will create bright ambience but I think They were still a bit more brightly lit so reducing a bit ,Will look forward for your take on it.

Thanx for your comments, I am glad you liked it.

10 October 2009, 04:54 AM
hi Every body,
Thanx for your comments Yes software I use does support rigging but I am not too much into rigging and if I will get into it, It will be altogether different challange of its own, Yes chars are brightly lit as you marked up Even I noticed it while lighting up but I think any Homeapplience store will create bright ambience but I think They were still a bit more brightly lit so reducing a bit ,Will look forward for your take on it.

Thanx for your comments, I am glad you liked it.

10 October 2009, 12:38 PM
this my image without any colour change
And this is my image after colour change

10 October 2009, 07:49 PM
So thats my new update... took long, but finally i found some time to improve my image.
And again thanks for the comments.
In the background i changed the lights in the ceiling, so they aren't that heavy. To get a better contrast i darkened the background and lightened the reflections on the glass shards. I'm not sure of the motion blur in the front... what do you think?

10 October 2009, 11:00 AM

This is my lastest render ! i have moved forword the charecters,showcase,counters more towards the camera & added a new guy dealing with the customer. I have also worked on the intensity & colour off lights !
Comments & critics are always welcome !

10 October 2009, 11:44 AM


10 October 2009, 06:33 PM
So here is my update for the scene. I finished almost all materials and tried to separate the foreground character from the background.

10 October 2009, 04:42 AM
I made some pretty big changes, let me know what you think.

10 October 2009, 07:24 AM
Hi everyone.
Сontinue to work on the skin shaders/textures of girls and their hairs...

10 October 2009, 07:53 PM

Impressive texturing The outside image looks a bit blurred may be you could have shown some continuity
through light light color(look at the floor) suddenly ther is some moonlight
in sky up doesn't show anywhere inside neither on chars nor on bg.some bulbs above should also
create some illuminance on ceiling as well.

I think you can avoid guy that is not dealing towards or may be blur it a bit cause it's
not adding to composition but shares center of interest with customer which can be just on


good different composition(I think most frequently posted image on forum good going)
well,your hair can be improved (I know this fur stuff is not easy to work with)specular on
the glass is (according to me) a bit more intense,
why that glass is giving redish spill on cheeks if its because blood on screen thatn
looking at screen size it shold be upto shoulder atleast

your monitors have black beams around them the inside of those beem shold go brighter because of
screen light but the inside room that you have created is awesome


Lighting is really good, stand for tv has its bottom sides going almost black needs a bit kick
I think you have used occlusion abit more than reqd,soft Light from back door is coming out nice to me
but what is the idea behind that bright Light?

good image,
can work to control burnouts in some areas,can play with bounces at the inside area near the exit
(hey I am not criticizing anyones work I am just saying How I would have wanted it to look like if I were doin it.)

Punyt Joshi

10 October 2009, 08:23 PM
Only 1 more week left of this challenge! I hope there's some more work waiting to be posted!

genaf1: Looking good. For the skin shader. try to get some warmer color in the terminator.

Voigg: Nice work. I like how the light in the background is looking. I almost feel as if that should be your main light source but it's hard to say. Perhaps you may want to decrease the warm fill light in the room except for where bright light is bouncing off of the sun lit surfaces.

ChrisFast: Good job. I'd like to see some variation in the light color. Keep going on the textures!

preetamsaha: Nice job. I'd like to see the display glass have more of a Fresnel Effect to it. I also notice that the boxes on the bottom shelf of the display cases don't seem to be casting shadows as well as have an outline around them Possibly from a beveled edge.

ciba: Looking better. The lights on the curved walls is looking very unmotivated. There doesn't seem to be any light turned on there to illuminate. There's also a very bright reflection of the exit sign on the floor that's very distracting. You may want to think about having your glass reflecting something other than one's directly in your scene so that it will pop out a little more. Try just using an image to add to the glass for a reflection and see what it does.

djprasun: Thanks for posting your images. It's a hard choice between the two. I kind of like both in their own respects. Perhaps a hybrid where the darker values are cooler and the brighter values are warmer.

punytjoshi: Looking nice. There seems to be some artifacting on the screen right characters right forearm. The purse is looking a little flat. Try to give it some more shading on the left. You may need to create a separate light for just the purse.

10 October 2009, 02:47 AM
hi jermy this is my updated

10 October 2009, 09:02 AM
Thanks kanooshka. I'll try and post a hybrid image as you have suggested.
Thanks punytjoshi. I'll surely look into it. I have no idea about textures or fur. I have done this hair using the 'wet labrador' fur preset in maya.

This challenge is one of the toughest to give a realistic look as because the character itself is not realistic. But every one is doing a great job. Only one week left, pull your socks up guys! :buttrock:

10 October 2009, 03:50 PM
Thanks kanooshka & punytjoshi for your comments ! I will definately work on those points you both have said.
@kanooshka- Im very sorry sir, bt I didnt understand the meaning of "Fresnel Effect". Can u explain it for me a little bit ??

10 October 2009, 04:04 PM
Thanks kanooshka & punytjoshi for your comments ! I will definately work on those points you both have said.
@kanooshka- Im very sorry sir, bt I didnt understand the meaning of "Fresnel Effect". Can u explain it for me a little bit ??

When pertaining to reflections the Fresnel Effect states that as an object curves away from the camera the reflection is stronger than when it is viewed directly. Here's a more in depth explanation thanks to Jeremy:

10 October 2009, 04:36 PM
Thanks Jeremy and punytjoshi for your advise.


Natural Light

Artificial Light

Maya 2009
Mental Ray - Direct Lighting

Eduardo R.

10 October 2009, 07:29 PM

Hi, Thanks guys, so many great suggestions. this is my lastest render. According to Jermy's comments, I've made lots of tweaking on this render. The major updates are as follow :

1. Tweaked the money shader and put more definition on the edges, as they looked like postcard before.
2. Turned off the spotlight on the top of exit.
3. Switched on the two ceiling lamps on the left.
4. Changed the screen image into a register software, so it looks more reasonable than previous one.
5. Extended the image more to the left, so the box on the register does't look floating. And also assigned a shader on it.

10 October 2009, 08:28 PM
This is my update on Shopping gals took care of lighting on purse and artifact on char hand will be looking for your comments on the same.

10 October 2009, 04:59 AM
hi i am siva this is my first render

10 October 2009, 06:36 PM

my new update.
rendered in Maya with Mental ray:)

10 October 2009, 08:22 PM
Hey folks... and a Happy Diwali to you as well, friend(s). I did a quick Wikipedia search to understand the Festival of Lights and I think it's quite amazing.

So here it is, my latest attempt, rounding the corner to closing it out and posting a final once I fix some of the screens and add a few more textures.

I took the advice of many of you: making the floor texture smaller to create more space. Jeremy and the shadows along the floors.

My problem is not understanding how to execute some of those comments, so forgive me if they didn't show up as planned. I'm not ignoring your points of views, I'm just a noob trying to make his way Lol.

For the longest, up till now, I've been using Vray's light to do everything. So, over the weekend, I just cut everything except three or so lights, and just used one Omni light to take care of business.

Thanks again for your advice and comments. I admit, it's been a great learning experience.

10 October 2009, 03:11 PM
Stay tuned for my next post which will be an update to my render! =)

CGMagicman: Getting better! I'm noticing that the TV's in the background are very unsaturated and muted in comparison to the TV to the left. Maybe you may want to put some lights in the display case to bring a little more attention to the jewelry.

sumeetkaur: Nice job. I feel like a lot of objects in the scene are glowing and not casting shadows. Do you have an ambient light in the room? If you are, I'd suggest at least using an ambient occlusion pass to create some contact shadows.

sivaavatar2009: Welcome and good start! Try getting some directionality to your light, pick a main light location and try to have that be your brightest light source.

punytjoshi: Nice update! With such a bright screen I'd expect it to be emitting light onto the character screen right.

sunhe: Very nice. The one critique I can think of is that I'd like to see some red light from the exit sign creating a rim on the character's right arm, it gets a little lost in the backplate.

eduroam: I love your artifical light rendering, especially the great throw patterns on the walls =) The artificial light one is good, but doesn't work quite as well. I think the TV's are little too black, try giving them some dark gray diffuse value. I also think that if you turn your outdoor light source just even a little bit it would make the composition more interesting. I'm noticing that there is no direct light being emitted on the inside faces of the display cases. In particular the side facing the customer on the screen left case and the side facing away from the customer on the screen right display case.

10 October 2009, 03:13 PM
Here's most likely my last render. I didn't get to work on it as much as I had hoped but, that's okay. If anything it was a big learning experience. I also broke the image up into render layers with a separate lighting rig for each character and the environment. Let me know if you'd like me to post any details.

High Resolution: (

10 October 2009, 05:48 PM
this is my update

10 October 2009, 05:52 PM
I'am feeling kind of jittery right now as the challenge is moving down to its business end.
Well here is all my composite images that i used all along
This is my original render that I made using Maya GI and FG, though no photon was was emitted but I kept it on.
This is My depth pass
This is my occlusion pass
These are my Tv passes
After adjusting exposure and saturation in Photoshop
After colour adjustment in photoshop
And then following kanooshka's advise of making the darker part of the image cooler. (Sorry kanooshka if it didn't turn out right!)
critique will be highly appreciated.

10 October 2009, 06:02 PM
Here is my finished render let me know what you think.

10 October 2009, 06:37 PM

This is the final render. just added a bit rim light on the right arm, as the red exit is not strong enough to make a huge intensity. Thanks for all of you guys comments. Cheers !

10 October 2009, 08:21 PM
hi everyone.This is my 1st lighting challange n im very exited about it.

i would like to request Mr Birn to kindly update my post as the closing date is on monday.

thanks everybody (

10 October 2009, 08:58 PM
Hi @all,
after considering your advice, here is my next try. Thanks a lot.

10 October 2009, 02:11 AM
Almost done....Any feedback would be appreciated

10 October 2009, 02:15 AM
Hey folks...Almost done any last bits of advice is welcome....thank you

10 October 2009, 03:04 PM
this is my new update

10 October 2009, 05:10 PM
@coolarena- Change the colours, man. I don't know if you purposely did it or not but try to bring about some shade in the scene. It's very over lit scene at the moment.

10 October 2009, 08:33 PM
Hello All, sorry I'm joining the post a bit late, but we still have a few more days!

coolarena, definitely bring in the shadows!

amtate, with your door slightly opened, somehow I'm expecting a character's shadow or silhouette back there to add to the mysteriousness of your scene.

GW3D, I like your overall lighting. The brightly-lit foreground of your scene seems to steal a bit of focus from your characters. Do you think the lady can use a different color of clothing to bring back some attention, rather than blending into the scene with many similar dark elements?

sunhe, cool scene! The rim light is a nice touch. If the shooter stares at the other person, the tension would even be more pronounced. But that is more of a storytelling issue than lighting. Good job!

Voigg, if you push the top TV's out from the shelf a bit more, it's gonna anticipate more chaos! Nice job lighting the scene by exterior sources. That gives a real presence to the environment.

djprasun, it's great that you are including the passes. Do you think toning down the side screens a tiny bit will give your main screen more attention? Nice DOF you've got there!

dhaposh, I think the composition will work better if your left character faces in toward the center, rather than being cropped off. Nice job on the display case. To add a bit of storytelling to the scene, how about adding a few big bags next to the character that's waiting by the window?

kanooshka, I know it's your final render, but just a suggestion if you have time later on. How about some soft indirect lighting from the counter table to bring in some accents to the bottom of your scene? Something like this: ?

** ** ** ** ** **
I can't wait to see the final gallery soon!!

10 October 2009, 08:44 PM

Maya 8.5
Mental Ray with Final Gather
+ Occlusion pass

I'm afraid I have run out of time working on the characters. I was not aware of this challenge until really recently after a trip to Hokkaido, where I was inspired by a bakery there. That's how I decided to participate in this challenge. Please send me suggestions! Thanks! I am hoping to go through one final tweak before deadline.

10 October 2009, 09:38 PM
Hello, I had a great time doing this challenge, getting to see other peoples works, and getting feedback. I look forward to seeing what else people post. I decided to do 2 version, here they are:

This is the new version.

This is my other version, the older one.

Both images I used Maya (lighting, some modeling , and all procedural textures) and Shake (composite of beauty, AO, and zdepth (for DOF and color enhancements)

Thank You Jeremy and others for these challenges and support.

10 October 2009, 05:44 AM

Hey Good work,I think you can control some of the burnouts in the image, and in the showcase there is light in sides but the top is dull so difficult to makeout light source, screen is looking clearly same and normel through Glass I think it will be affected by index of refraction and spotlights on the wall have too sharp of cone I think they can get little softer penumbra.

Nice composition , Face of female char is going flat and face of male chars are getting Bright spot near nose I think thats because you might have rendered bg and chars altogether you can choose to render in passesor can delink those lights with character.

Hey nice breakup given for that break up I can tell your occlusion needs spread your rays are toolow so increase them and also play a bit with max distance and spread you will get it.and I observed that you are giving two matts for 3 tv screens I think you can prefer rendering RGB matt and extract later on in comp.

Simply gr8 work,Thats it.

Jeremy Birn:
We know you too busy, but would appreciate you giving our works a look before this challange ends.

-Punyt Joshi

10 October 2009, 06:19 AM
Hey Avik3d13 great entry man those intel logos are looking great. I think just put some rim light for the characters to make it look separate from the background. And reduce the reflection on the doors. And change the font type of that 45$ and if possible use green color instead of blue. You can bring in some specularity on the eyes of the shop keeper. I think these changes can enhace your work, but hurry up becoz only 2 days left. Great concept man. Keep up the good work.

10 October 2009, 12:33 PM

Hello everyone ! I am getting very excited as this challenge is coming at its end ! This is been a great experiance participating here & i have learn a lots of new things from here. I must thank Mr.Jeremy Birn for arranging such a exciting competition for us, and also thanks to Mr.Dan Konieczka for helping & guiding us at each step right from the begining ! Best of luck to every participants for the results !
Anyways this is my rectified update with some changes in the showcase as directed by Kanooshka.There is still some time left........plzzz comment !!

10 October 2009, 02:01 PM
@preetamsaha- Really dig your latest render. If I have to give some suggestion I would say to make the blackground tv a little less flat. Also Give the image in tv an over exposed look. Hope it helps. :thumbsup:

10 October 2009, 02:19 PM
sorry some days i am busy so this is my new render....

10 October 2009, 02:22 PM
@preetamsaha- Really dig your latest render. If I have to give some suggestion I would say to make the blackground tv a little less flat. Also Give the image in tv an over exposed look. Hope it helps. :thumbsup:

@djprasun- Thanks man ! I'll surely work on it !

10 October 2009, 06:26 PM
thanx for ur comment

this is my new update

10 October 2009, 11:19 PM
When and how do we submit our FINAL renders?

10 October 2009, 02:33 AM
This looked fun so I decided to give it a whirl. I wanted to make a very colorful sort of Halloween Boutique concept. Didn't want to spend a lot of time on modeling, so I spent about 30 min rearranging the scene and editing the clothing on one of the characters. Then I spent about 2 hours on materials and lighting, render (5 min) little bit in PS, and here's my entry! C&C welcome
3DS Max 2010, Mental Ray

10 October 2009, 06:52 AM
Hi everyone. This is my very first post and entry to a lighting challenge but I am was very excited to participate. I have enjoyed looking at everyone's submissions. I will post my submission as soon as I am approved to post pictures.

10 October 2009, 07:26 AM
I know its cutting it close but this is where I'm at. hopefully i can finish this up!

10 October 2009, 07:42 AM
new one................

10 October 2009, 07:43 AM
@lostkause- Simply love your render. :eek: . But may i ask what is that red sphere thing because it looks kinda odd. Anyways I know that you have something in mind for that thing!!

10 October 2009, 09:28 AM
So this is my final image... well, its not final, but since this challenge is over, it has to ;).
I really enjoyed this challenge and wanna thank everyone for the comments and help.

I'm really looking forward to the next Challenge.

10 October 2009, 10:06 AM

Hi. This is my latest render in Maya with Mental ray(finalgeather on).

10 October 2009, 10:16 AM
sumeetkaur: Nice job. I feel like a lot of objects in the scene are glowing and not casting shadows. Do you have an ambient light in the room? If you are, I'd suggest at least using an ambient occlusion pass to create some contact shadows.

Thanks Kanooshka for your above comments.Yes I had used an ambient light as my base light in the scene , which was not casting shodows for the objects.In my latest render I included an area light to get good shadows. :)

10 October 2009, 10:25 AM
my new update
I am using 3ds max (mental ray) and photoshop

10 October 2009, 11:14 AM

As suggested by djprasun I have given some exposer to the tv screens in the background.

10 October 2009, 03:38 PM
greetings everyone,this is my final scene.
i started with a diffrent concept but i apologise to everyone as i couldnt finiah it on time.

i did this one in my my training institute as i m still jobless..........

10 October 2009, 03:39 PM
greetings everyone,this is my final scene.
i started with a diffrent concept but i apologise to everyone as i couldnt finiah it on time.

i did this one in my my training instit ( as i m still jobless..........

10 October 2009, 03:53 PM
new render.................

10 October 2009, 03:56 PM
freeko .........plz post in full size image why you are post this type of image ???????
because this image is too small .....anybody cant see what are you doing in that give a full size image.........

10 October 2009, 05:41 PM
Here is an updated final.

10 October 2009, 07:09 PM
Hi everybody! So here is my latest update for the scene. I tried to give the lights a little more color.

10 October 2009, 08:40 PM
Voigg..................nice work...its looking really good....

10 October 2009, 09:34 PM
last render............

10 October 2009, 10:22 PM
Here is my submission. I was going for a supernatural lighting situation. Feedback would be appreciated.
Maya 2009, Mental Ray, Photoshop

10 October 2009, 10:53 PM
As for many others this is my first Lighting Challenge, and I just recently remembered that they existed. I saw this thread on friday evening and decided I'd have a go. The result is far from perfect but I learned a ton and I' very much looking forward to the next challenge! Anyway, here is what I got.

10 October 2009, 01:41 AM
Hey guys is there any last minute changes you think i Should make b4 the dead line?

I got some in mind but wanna make sure i at least get this up , in case im late.

So consider this it unless i post another

10 October 2009, 01:41 AM
Thanks to everyone who participated in the challenge there's lots of great renders. I'm going to assume that there's not enough time for people to make changes and not give feedback. However if anyone wants feedback just ask! Hopefully the gallery and next challenge will be up fast. =)

10 October 2009, 02:20 AM
Just in case I don't make it, this is my final post.

10 October 2009, 06:57 AM
Here's my submission. I made some minor level adjustments from the last revision:

Thanks everyone for the fun challenge!!

10 October 2009, 09:32 AM
Subtle changes,what you think?

10 October 2009, 10:21 AM
Hi everyone. Good challenge. Good luck to all.
This is my final redner.
large pic (