(FLASHBACK) Lighting Challenge #5: Under The Boardwalk

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  07 July 2012
Thumbs up

Reed5point0, great! It really shows the power of mental ray. Maybe add some more textures, and also try changing lighting direction, I think it could add to the feeling of 3d-dimensionality.
  07 July 2012
Quote: You could try creating a volume cube under create->Volume Primitives->Cube.Then scale it up to fill the water area.

Thanks for the tips, I'will take a look, I actualy used Parti_Volume to get "god rays", but the render times are going mad.

Quote: One main problem of mine is getting "God rays" between the boards using a parti volume. If anyone has a tip or two on that I am all ....eyes .

Maybe some things to check :
-did you link one light to the parti_volume ?
-is the render camera in the box where the parti_volume is attached too ?
-is autovolume activated in MR ? (off in maya by default)
-does the light have shadow activated ?
Sorry if you already did everything, but some times it help to check again

With the Mental-ray Parti_Volume Reed5point0 gave in link :(render times 8H)

the same render without the parti_volume box : (render times 1H)

And finaly the two composited together with color correction (maybe too mutch hehe) :
My B-Movie challenge
  07 July 2012
That's some monstrous render time. But the final comp turned out pretty nice!
  07 July 2012

FeD I like final look, but -- agree with Panupat, render times are too much.

Nice theme to explore, the underwater.. I love it and I missed the original thread, so I'm in!
Trying to shade and light it with Renderman. Or mentalRay, I'm not sure yet))
  07 July 2012
More feedback

FeD: The water surface is looking a lot better, and the fog is a great touch. The edge of the water in the background is too noticeable. With that area being so far away, I'd expect it to be much more uniform in color/value. I think you could use a zdepth pass underneath your partivolume pass. As for the parti-volume render times, increasing your Min Step Len, Max Step Len should help save render times. If it has some noise you may be able to remove it in post, saving render time. Some things I'd like to see is some more translucency in the grass, and some floating particulates if you can get around to it.

Reed5point0: Nice start! The caustics and depth fog are working very well. I feel the composition could be strengthened some, though I'm not sure if you're at that point yet. Let me know if you'd like some ideas for some composition improvements. The particulates are flattening out the image a little. Having some out of focus particulates in the foreground could help bring some depth to the image. The pillar could use some more shaping, try moving its light a little more to the side so that it appears more round. Keep it up!
  07 July 2012
Hi, it's me again

So finaly I stoped playing with MR fog and dof (yes there was some on the previous render)

Now i've got okay render times (1:30min in 768*432), so I decided to make a animation test :

As you can see, I have a new problem now.. the displacement is moving !
My B-Movie challenge

Last edited by FeD : 07 July 2012 at 07:54 AM.
  07 July 2012
Very nice FeD.

What do you use for the flying white dots in the foreground?
  07 July 2012
Hi Panupat,

I used the free Particle stock that Videocopilot gave here :

For the lens flare it's videocopilot again with thier AE plug-in. And for the render I only used 3 passes ; diffuse, occlusion and Zdepht.
I'll change the link of the video, the youtube compression give an horrible result
My B-Movie challenge
  07 July 2012
Really wonderful animation
  07 July 2012
Hi everyone,

I always wanted to try one of the lighting challenge, so here I am
This is my very first message ever in cgsociety and I just want to say that i'm really happy to be here !

Here is a first experimentation with maya mental ray physical sun. I tweaked the parameters to obtain this kind of deep sea blue environment. There is also a few compositing just to see how my render can look with some atmospheric and z-depth effects.

  07 July 2012
Some interesting feedback from Vlado @ Chaosgroup

Hello all, I'm on board for this challenge, will post some wip images soon(ish)

Got some good guidance from Vlado, the Vray wizard with regards to Snell's window in underwater renders

It involves putting the camera inside a bubble, in the same way that a real underwater camera would have a plastic protective casing!

The scene we are using probably isn't ideal for demonstrating this physical result as it is very shallow and for the window to be in full view you would need to be quite deep and use a wide angle lens - must say it's an excellent scene though, getting some awesome results using Vray Fog, dispersion and caustics

Looking forward to seeing everyone's attempts
  07 July 2012
Hi Everybody

Ill share with you a couple of renders of the scene, been working for the last to days mostly technical issues gettin the waves going, refractions and fog with parti volume. I does not have a clear lighting intention and im helping myself with mental rays physical sun & sky, irradiance particles, mia materials and mia exposure photographic

Last edited by Leotril : 07 July 2012 at 03:20 AM. Reason: spelling
  07 July 2012
I think it's still no-one made shail's window look well. It's pretty obvious in this video how it should look http://www.youtube.com/watch?v=ucivXRBrP_0 Until we figure out how to make it, our scenes will look not believable.
  07 July 2012
Thumbs up

Originally Posted by mister3d: I think it's still no-one made shail's window look well. It's pretty obvious in this video how it should look http://www.youtube.com/watch?v=ucivXRBrP_0 Until we figure out how to make it, our scenes will look not believable.

I'll post my wip in a few hours, when I get home from work

Snell's window captured perfectly
  07 July 2012
As promised, here are some WIP images demonstrating Snell's window, haven't done anything yet apart from set the scene up, not decided on view or mood yet but just wanted to show Mister3d that snell's window can be acheived without any fake's/maps or tricks



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