Lighting Challenge #6: Candle Light

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  08 August 2006

What renderer are you using ChrRambow.... Looks sooooo real!
  08 August 2006
@Seggy ... overall wonderful image and color balance. The Blue one is my favourite!

@lazzhar ... Great light ... nothing to crit!

@kadazil ... i really like your idea.

@Buka ... light is good so far ... you should work on the flames ...they look a littlebit "blobby"

@glebe digital ... your image got a wonderful mood ... the translucency on the candle need to be a littlebit more subtile and more falloff.

@barrymcw ... you could try to lit the scenes completely without GI ... a solid light rig will
save a lot of rendertime and will provide much more control because you can exclude or include objects to lights.

@fighter4d ... a solid start ... the candles need some "waxy" material. If your 3d program is not supporting translucency you can easy fake it with a gradient in the luminance channel. This would add a lot to the scene.
The glass is looking a littlebit weird ... maybe the refraction index is too high.

@ALL .... have fun

time is passing by...

  08 August 2006
Thanks Kadazil / Christian, yes I'd need to work on the candle SSS and the flame itself.........if time allows I'll give it another roll of the dice. :-)
  08 August 2006
Originally Posted by Captain Obvious: Oh, nice challenge! I'm cleaning it up for Lightwave/modo use. Shall I upload the LWO somewhere when I'm done?

I'm going to wait for my computer to get here, then get stuck in. The 733 MHz G4 I'm using now is just too dang slow. Oh well, it should get here this week.

If you get that lwo version cleaned up be sure to post it!
My website
  08 August 2006
Originally Posted by glebe digital: Nice reference photos jeremy, I can see I need to re-work the sss on this shot:

Rendered with Maxwell Render v1.1

I really like this. I agree, the sss needs a bit of tuning, but I love the mood.

  08 August 2006
Originally Posted by Seggy: i'm lovin your vase material Triker... and the fabric screen in the background. nice touch!

nice render. how long was the render time?

why area lights and not point lights with a large radius may i ask?
more control?

many thanks


Thanks for the comments.

Render time was 1 hr:40 minutes at 1280 x 1024 on a Quad G5 Mac
And I did use point lights with area shadows for the candles, sorry for the bad info. I used an area light above to simulate the bounce light.
  08 August 2006
Originally Posted by jeremybirn: ...look at how the reflection of the incense on the plate is much brighter than the incense itself. That might be because shadows aren't visible in reflections, or it might be a GI-related issue,

It might also be because I neglected to put any texture on the incense. Yeah, I'm cool like that . I'll put something on it and then check it out.

Originally Posted by ChrRambow: @barrymcw ... you could try to lit the scenes completely without GI ... a solid light rig will
save a lot of rendertime and will provide much more control because you can exclude or include objects to lights.

Originally Posted by kadazil: I really like the feeling that was added with your old background, and all the "color spots".

@ ChrRambow - I got that render in about 40 min., mostly by dropping the prepass to 1/2. Well, I think that was the variable that made the most difference. I don't mind that long of a render but I agree that it'd do me good to work on building good bounce rigs. And I do think that some of my candles may improve if I did exclude them from some other lights.

@ Kadazil - I too liked those spots but they were more "happy accidents" than intentional. They were due to having too few samples in my GI settings and, while I agree that they were kind of neat, I want to focus on getting a clean GI render first.

@ ChrRambow again - super clean renders, very nice. The crispness of the metal mats on the candleholders is beautiful. There is something about the DOF and maybe the quality of the lights that makes the back panels look almost as if they were composited in and not a part of the scene. Just a little bit, but it's the main thing that jumped out at me.

Hopefully I'll get another up this evening but more likely it'll be a day or two. Cheers.
  08 August 2006
Thanks a lot.

@Seggy ... i am using Cinema4D ... the renderer is Advance Render 2.

In post i've added some "bloom" effects and a lot of color correction.
One of the most important effect for me was the blueish rims.

I put together a "small sheet" to discribe what i've done.

Then again a lot of post .. adding grain ... and blur it just very subtile
then grain again.

@barrymcw ... oh 40 min is a lot ... my rendertimes are about 5-9 min depending
on what AA i am using. What program u are using? in C4D "quality" is a huge factor
for rendertime ... also the bounce depth.

Thanks ... Yes i forget to light the BG with a littlebit more patience. Thanks a lot for the
hint ... i will fix it.

@Triker ... wow 1h 40min is heavy ... are you using area shadows too? Maybe you could
use a littlebit more less samples or soft shadows where you will not notice them that much
to boost up the rendertime.

@glebe digital ... can not wait to see the next image ... btw. the smoke and glow is turning out great.

time is passing by...

  08 August 2006

Thanks Kev, Christian!
Yes I'm cooking another one.........subtle differences but hopefully an improvement. Thanks for the encouragement.
  08 August 2006
Thanks for the relatively easier challenge following the underwater one Jeremy.
Looks like there is going to be some good images coming out in this one, I like what I'm seeing so far.

My first entry this round (sory fo the jaggies, wanted to get a quick one out so no AA)

  08 August 2006
Smile My first try

Happy to join in this Challenge, Thanks to Jeremy for the effort

Please give your Comments and suggestions,

@ ChrRambow - very realistic look, you got the right candle flame shade, i love it, how long it takes to render ?

@ glebe digital - cool dark shot, i like the smoke very much, it will be more believable if the fire is on the other end

@ barrymcw - good lighting, i like the table and candle holder shade, i like your first camera angle very much

@ fighter4d - i love this render,cool shades, i think the candle and flame shade need improvement

@ Buca - I love the Silver shade, the candle glow is too much for that exposure

@ jeremy birn - thanks for the candle reference photos

@ kadazil - i like the blue mood very much, expecting some improvements on shading though

@ Seggy - great work, i like it very much

@ fulg0re - i agree with meanlebh, nice start, an occlusion pass can solve the problem,

@ MasterZap - Wow, i like the realistic look, nice candle light feel

@ lazzhar - nice cool colors, I like it
"Every second is dynamic"

Sridhar Annamalai
my Portfolio
  08 August 2006
Thumbs up

BarberOfCivil - nice candle light feel, cool textures, the theme suits the image very well
"Every second is dynamic"

Sridhar Annamalai
my Portfolio

Last edited by sri : 08 August 2006 at 08:36 PM.
  08 August 2006
@ Christian,

C4d as well, AA set to "Best" and "Still Image." 3 bounces in my GI. Also, I have visibilty turned on for each of the lights in the scene and volumetrics apparently make GI renders rather slow.

Now, I'm a GI newbie, but from how I understand it, I don't know why I'd go under 3 bounces. I'd imagine that would take away from the color bleeding effect and the gentle lighting in the places that aren't getting direct light.

I've seen posts from people who use only one bounce, but I've not been sure what that does really (the posts were all old, so I didn't ask in them directly).

I'm going to duplicate the scene and try one with some bounce lights added.

Thanks a ton for the color correction sheet you posted. Very interesting to see what others are doing.

  08 August 2006
@BarberofCivil ... Wonderful lighting

@ sri: I like the lighting a lot. Just the wood texture and the confusing image at the background wall could need some work.

My rendertime was about 6 minutes in 900x591 with best AA because only used omni
lights with soft shadows (500x500 samplesize: 14).

@barrymcw: With the diffuse depth you set how many steps the light will be remit from
the surfaces. This can slowdown the rendertime with GI a lot when you have to render
complex geometry. Choosing the steps of the diffuse depth is depending on how you
are using GI in your scene. for example ... are you creating serveral lights and using GI to enhance them then you could stick with one.

I did a fast sketch and some examples.

hope i could help a littlebit

time is passing by...

  08 August 2006
Originally Posted by ChrRambow: Thanks a lot.

Triker ... wow 1h 40min is heavy ... are you using area shadows too? Maybe you could
use a littlebit more less samples or soft shadows where you will not notice them that much
to boost up the rendertime.

Using area shadows, lots of samples in SSS, and lots of other render intensive stuff. If it was commercial I would just do most of it in post, but what the hey, it is for fun.....
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