General lighting thread.


#1

This is where ye lighters should congegrate to discuss the lighting. Lighting should be consistent throughout the short, so keep your eye on this thread to make sure that you’re up to speed as to what the other lighters are up to.

Cheers!
theresa.


#2

I hate to post the same thing twice … :smiley:
Take a look at this post for example lighting scene created by Shade01:

http://www.cgtalk.com/showpost.php?p=2349212&postcount=11


#3

I’ll put up somekind of lighning proposals during weekend and post those so we’ll get some directions and have something to crit on.


#4

Yop … I will also bring up some lighting tests during this week.


#5

It’d be good if all the lighting people did one test- take the texture on the last page of the texturing thread and put that onto a wall.

Don’t forget to tell us the ‘recipe’ you used, so mark your render settings each time!

Deliver at 640 x 355 res.

Please have yours in by the end of the weekend!! :thumbsup:


#6

Hi guys,

Below you’ll find a link to my first stab at shaders & lighting.

Notes:

  • I toned down the textures supplied for Orange and the room to more fall in the tonal ranges of the storyboards (as a starting point). While playing with them, I felt they had far too much contrast.

  • I’ve got a lot of bells & whistles turned on, but render times are still about 5 minutes a frame. SSS, Final Gather, slight blurred reflections on the floor.

  • Think I overdid the SSS on orange a little – particularly the red underlayer as it’s showing a little too much crease at some points.

  • The lighting is a little flat, but it’s basically an incandescent plane covering the entire ceiling, plus a .13 intensity violet kicker by the hole, matched by a .2 intensity green kicker on the opposite side of the room.

This is just one direction – I’m going to try a few more. Just felt it was important to start as close as possible to the boards and then branch out :slight_smile:

http://www.treyharrell.com/simple/simpletexlight06232005.mov


#7

Nice start!

I like the concrete texture for its subtleness and painterly look. Although I find the whole scene to be too flat, too less contrast (as you said yourself). I think the scene would benefit from some specular highlights.

My new computer finally arrived yesterday, what means that I can start with lighting this weekend!


#8

Hey guys,

I edited the base textures a little more and worked on the lighting a bit last night. Attached is a 1920x1080 render in all its glory.

What’s changed:

  • Added finer concrete noise for higher resolutions
  • Removed larger gouges, particularly on the floor
  • Adjusted the lighting so it’s less flat
  • Added a large overhead area light for nice contact shadows
  • Added a specular only light for orange
  • Increased the output on the colored kickers on either end of the room
  • Tweaked the SSS shader some more

I’ll be zipping the scene as is and posting it to the lighting thread for Gumbo or whoever would like to take my start and run with it. May take a little while, though, as I’ve been a bad boy and need to backsave from 6.5 (but I likes my secondary diffuse bounces!).

http://www.treyharrell.com/simple/scene24-hdrender-06242005.jpg

–T


#9

Here’s a 6.0.1 version of scene 24 – I’ve imported all references and left my initial lighting rig in (per the post above) as a starting point. All of the high res textures are included.

There’s a possibility that you may need to reconnect the SSS lightmap once you open it on your end.

Let me know if you have any questions about the setup…

It’s uploading right now, and should be done within a half hour of this post time:

http://www.treyharrell.com/simple/lightingtests-scene24-06242005.zip

–T


#10

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.