Kitchen lighting

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

Thread Tools Display Modes
  09 September 2012
Kitchen lighting

Hello, i've created some scene and i need some help about lighting. I was wondering how can i improve my scene ,i wish to achive more realistic look, i know i'll have to spend more time on my materials ,and another thing is how to get rid of those horrible color bleeding spots for example over the microwave oven ?
If someone could help me i would be very thankful.

  09 September 2012
textures and lighting help a lot when you're going for realism. I dont use Max so I cant give you any specifics, but I'd say one thing is that your lighting is too ambientish. The front green and purple walls are really intense, the blue is slightly less and the back green next to the fridge slightly less still. There should be more falloff on your light so it dies out as it passes back into your scene. Use some sort of ambient light(such as final gather and global illumination in Maya) to spread light throughout your scene.

Try using ambient occlusion; it shouldn't be too dark but will help ground things like the floor trim. And dont forget about depth of field; your scene isn't real deep but some subtle depth blurring will help. I dont know the max terminology for these things.

Oh, and look at tons of real life and 3d reference; like this:
Its a good example of a single light source along with using ambient light to fill in the rest of the scene.
  09 September 2012
Thanks a lot for your help. I'll try to use AO i hope that will help a little, and i will remember about DOF but it's like test render but unfortunately when i'm increasing render setup that looks even worst ;/ there is more color bleeding and weird things, i'll upload some screen shots later so it will be easier to understand what im talking about.
  09 September 2012
Use a slightly blurred reflection on the counter top.
  09 September 2012
I'm still trying to figure out how to achive better look of that image. I've been testing some GI options but still can't find good one. i think i just need to tone down colors like green one, one wall is more saturated than the another one. So can someone tell me how to fix that ?
  09 September 2012
What I very often do (and I advise you to try) is I am giving a gray material on everything, set up the lighting, and then I am going to materials.
It's handy because of several reasons:
- I know it is gray material, so I know when the light is too dark, or too bright.
- much faster to render, and I have a good preview for lights.
- After I start texturing, if something is overbright, or noisy, or whatever problem there is, I know that it's an material issue, not the light (because on gray it looks good).

Here is one of my old works with that workflow applied:

I know it's far from good: AO is pretty intense, shadows are weak, but I didn't used any GI solution, it's just lights everywhere in the scene (and AO over the top).

Here's the render with textures:
Again, far from good, but I am not showing you beauty of the renders, but principles on how I work.

So, try to make everything gray. If you can "pull out" some interesting results with it, then I bet that with materials it will look even better.

As for your render, I agree with the above comment, that your scene look too ambientish.
Think first if you want day or night? Whatever you choose, you can make your scene more interesting then this. If it's a day, place some lights from the sun (through window) on your kitchen desk. If it's night, turn on many small lights and it will be richer.
I think some of the models in your kitchen could use chamfering.
One more tip:
When you are testing renders, try to think on big picture, and this is how you do it: Render your image in very small res (320x200 for example), make it even smaller like thumbnail, or so (you can even turn it to be black/white).
If you can recognize what's on the picture, then you're on the good track. If you see just some unrecognizable shapes, then your composition, contrast or colors is not working.
After all, look at those plugged stuff at the top of the site, they are all in thumbnails size, but recognizable, and that's one of the reasons why it's great works.

Originally Posted by Knoll3d: And dont forget about depth of field; your scene isn't real deep but some subtle depth blurring will help. I dont know the max terminology for these things.

I disagree here for DOF.
He don't need DOF here, because he's "shooting" with the wide camera.
No Dof's for wide camera. The less is Field of view, the more Dof should be applied (and opposite), and he doesn't focus here on anything, and have pretty big FOV.
So no dof in here.

Originally Posted by Knoll3d:
Oh, and look at tons of real life and 3d reference; like this:

The reference picture you attached also proves my point.
There is no dof here, right?
Now it's the time to be extreme!

Last edited by d4rk3lf : 09 September 2012 at 09:01 AM.
  09 September 2012
I was doing my render as you sad, first i started with all gray materials and then i started to test lighting, and i thought it's ok,could be better but it's fine, but later on when i added some materials, it's not so good... those very bright areas are very noticable, i mean there is a really big difference between bright and dark color of the same material (green wall for example).
So i'm wondering how can i just tone down that, i would like to have nice daylight feeling so i used just vray sun, i was trying to add also vray plane in front of the window with little yellowish colour but the result wasn't so good.
  09 September 2012
Originally Posted by Sewo: So i'm wondering how can i just tone down that, i would like to have nice daylight feeling so i used just vray sun, i was trying to add also vray plane in front of the window with little yellowish colour but the result wasn't so good.

The programs I use have a Diffuse Color % for materials. Set yours to 80%. Maybe you have them at 100%, which would make them too intense?
  09 September 2012
As above post said, you could decrease saturation both of the green and that red-rose color (or, decrease color brightness (bot not both.. especially not to extremes).
Also, you could increase a little bit diffusion of the floor (so it becomes a little bit darker and richer), because the reflection "eat" all the texture.
Maybe you are going to solve that just by decreasing reflection.
Now it's the time to be extreme!
  09 September 2012
# First and foremost use the linear workflow ,if you are already not using.
# I suppose you are also using MR then preferably use Mia material .
# Your current scene lighting direction is not clear, if there is only one outside light source then rest should be illuminated by bounce light .
# Your light intensity also seems to be on bit high which is giving is a flat look, reduce intensity.
# I am not able to see any color bleed happening so check your GI/Final gather settings.
# Reduce the glossiness of some of the materials.
#Reduce sharp edges .
# Try adding portal light ,it should also help your scene.
My Lighting Reel
  09 September 2012
I'm using linear workflow already.
There is no MR.

I'll try to reduce glossines on some of my materials.
There are chamfers on edges but apparently too small in some places.

i'm gonna upload my last render very soon
  09 September 2012
I've been working on this kitchen little bit longer than i expected and here is result.

What do you think guys ?

  09 September 2012
There is a strange glow where the granite benchtop meets the light blue wall. Any idea what that might be?

The lighting looks realistic enough besides that glowy part. But it's not very interesting in the scene. The composition is also not too exciting either but I think that is mostly because all the walls are bare and have a single colour all over. That's fine of course but you need to find some way to make it look more interesting.
The fridge could use some more reflection samples too. Maybe try giving it a brushed metal look or some anisotropy. Some good textures can go a long way in a scene like this. Doesn't have to be anything crazy, just subtle things like fingerprint scuffs on the shiny surfaces or some tiny dints on corners, just for a sense of real life use to everything
  09 September 2012
Yeap i totally agree with you about that lighting part, i have no idea why that glow happend i tried to fix that but i dont know how.
About that fridge, belive or not its the real material, i have got the same fridge, i was trying to create all the same materials as i have in real, i just need better texture for the bump on the fridge i think.
  09 September 2012
Ah ok, fair enough. Still I would suggest the brushed metal merely for the aesthetics, but if you want to use this scene as an exercise to recreate your kitchen then that's great too.
Thread Closed share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 10:25 AM.

Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.