Hey all!!
I have been working on my first 3D environment, attempting to create an office in an underwater complex. Right now I have done some very basic modeling but am focusing a lot more on the lighting. If I could get some feedback on my lighting I would very much appreciate it.
I have rendered 3 views. After the images I will give a brief rundown of how it is lit.



Ok, I have two windows to the outside. There is an opening in the dome at the top of the room that pours light (and caustics from the water) into the center of the room from above. The caustics are cast with a directional light and then there is a blue area light above also cast dim light into the room with a very low photon setting. In the first image, on the desk, I am making use of area lights with no Photons. I am also using area light spheres for the lights hanging from the walls. The light in the stairs is done with an area light which is casting a higher level of photons, and the blue fog outside the window is using the Mental Ray parti_volume shader attached to a cube - the sphere is just there for me to see the rays were working.
I know right now it’s fairly early on, but I would love any input on the lighting and texturing. Thanks for your time!!
Ryan




Keep up the good work.