Lighting Challenge #17: Natural History


#281

Hello jeremy sir,thanks for comments.Here is my final entry.I used maya,mental ray with 800000 photons.In final gather i used 500 accuracy,10 point density and min and max radius were 40 and 400.Occulusion pass done with 100 samples and 50 distance.Rendertime is 10 minutes for indirect lighting calculation and for occulusion 8 minutes.For dino texture i used layerd shaders.Fog and glow effects done with photoshop.hope you will like it.:wise:


#282

Hi, Some really good images here and some of the lighting setups are superb. My only crit is the dinosaurs, i know its not a texturing challenge but the dinos bones are to much like, well bone. Dino bones of this age which are mostly bone/stone are varying shades are dark and mid brown. I used to live in this museum as a kid, it was only down the road from me in the 60’s.

There was a giant tortoise shell that i used to hide from my mother in when she came to get me, ive seen it recently and wonder how i ever fitted in it. These images bring back some fond memories


#283

hy there,

this challenge is real fun. very nice model, although slow to work with.
i used final gather with a white ball for indirect illumination and a directional light for the sun light as well as two point lights for lamps. i still have to work on textures, materials and fov. crit very wellcome.


#284

new tests, with and without dof :


#285

Georgedrakakis,
Tks your comments.
I will re-shape a bit the light after the texture setting.
There, I w’ll ask you more words about.
Tks again,
Pedro Jafet


#286

Huv,

the image without DoF is múch better, but I’d suggest you try one with blur on the dino in the front :slight_smile:

The red sign in the back doesn’t fit in for me,
you’ll have the add more red elements or I won’t see it as a part of the “styling” (or change the color to a more neutral one)


#287

Hi All,
fst things fst Absoulutely brilliant work. i am juat amazed by all the entries tht have been made. it is just amazing to see brilliant piece of work in this thread.

Now this is my fst attempt with GI. Have had very lil time to work of this peice so far.I have tried somethings tht are real new to me. so far this is the output i have come up with.

I am using

[ul]
[li]core 2 Quad Q6600[/li][li]3 gb RAM[/li][li]Nvidia 8600 gt 256MB[/li][li]P5 N32 e-SLI Mother board[/li][li]MAYA 2009[/li][/ul]So far it has been an uphill task to get the scene ready for lights cause of various probs i faced as the settings of my card were set at different rate than tht maya cud handle beacuse of the size of the scene. i tried different settings amzingly i discovered while working in maya the best settings maya can handel with my configuration is to switch everything either off or at the lowest level possible. well this is just for my system :hmm:.
Any way the RENDER TIME at a resolution of 2080*1080 is coming to an amazing 3 mins 26 secs. will try to start the texturing now and tweak the light later when texturing is complete. hope to see some Inputs soon


#288

Now i am going to try the new ways of render passes in MAya 2009 while doing this peice.

Plan is to start texturing the T_Rex next and then on to the other. the building IS going to be a challenge with so many Uvs to do. will try duplicating most of the objects but if someone has any suggestions pls HELP :cry: :cry: :cry::cry::cry::cry::cry:


#289

Hello,

I explored a new track: the Spherical harmonics

1 pass color
1 pass of Spherical harmonics + Occlusion
4 passes of artificial lights that I deleted data color

[left]I have added the artificial lights after the DOF.
By this method I arrived at a very acceptable by dividing by at least half the time rendering general.[/left]
[left] [/left]
[left] [/left]

GeD :wink:


#290

kunwarnikhil: My suggestion would be if you’re really worried about the texturing and UV mapping to find or make a tileable texture and make 6 planer projects. Or you could also just use a procedural. Remember it’s a lighting challenge not texturing!


#291

I have a couple of really nice glass shaders that I have used in other scenes that don’t seem to work when using them in this scene. Even if I open up a new project and add the glass shader to a simple object with default settings it works. But none seem to work in this challenge. Has anyone else experienced an issue similar to this? I don’t know if it is a setting that is in this scene or what.

Thanks for any advice.


#292

Hi all,

   Nice renders in here.  This is my first attempt.  Still missing many elements.  Please excuse the small render size, I was doing some tests and thought it was decent so I decided to post it.  Im using maya/mental ray.  Many lights as well as FG for some additional fill.  I dont have render times just yet but will post more render info when I do a larger render.
   Thanks
 [[img]http://img530.imageshack.us/img530/581/lctesttrfs0.jpg[/img]](http://imageshack.us)


 
  [img]http://img530.imageshack.us/my.php?image=lctesttrfs0.jpg[/img]

#293

hy kunwarnikkhil, thought the same when it came to uvlayout. it was actually not that much work it just took ages to process. i selected all pieces with same orientation and did simple planar projection. then i had to wait quite a while till it was done. so if you got a pc standing around which you can let work on it’s own. planar works fine for most cases.
i like the sunny mood of your image. could you say more about the lightsetup ? would gain depth from use of ambient occlusion, but otherwise nice mood.


#294

Hi pmeqele.
i have used planar mapping as you have suggest. so far it has made my work a lot easier than before. have also started using Selection sonstaraints while doing the mappingso the work load has come down by akmost 50%. tht was really helpful was actually doing them one by one earlier now i have combined most of the parts in the building tht have the same orientation and doing it accordingly. also thjis is great fortilable textures as kanooshka had suggested thanks a ton guys.

As far as the lightning rig is concerned i havent done much with the scne as of now. wanted a bright sunny afternoon giving it a mood off one of those days when one just wants to lie down in the sun and relax Or go to Museum :D. have used MR physical sky and sun in this scene and a directional lights along with two area light just for the photons. was using MR portal light along with area light earlier but did not find it any different from the rig i created now. plus the render time was taking ages. found a few use full things while doing tht process like one being tht while using portal light along with physical sun if i rotated the Area light that had portal connected to it upside dwon it made a great night scene with a few tweaks of course. really wonder why tht happened.

Right now i have not used any AMbient occlusion in this scene but will once i start rendirng the final out out you are right this cud use some nice AO. the plan is to get it textured fst and get a proper light setup doone and then experiment with the MAYA 2009 various render passes tht have been introduced


#295

T-R… An epic view! I really like it!
On my side… I can’t abandon my toonish mood in 3d…

PS: same light settings. Rendered with Photoshop export plugin in Lightwave and tweaked a little in PShop


#296

Thanks LAV:)

skdzines if you are using Maya you need to select the geo(actually all the geo) and turn on visable in reflections and refractions as this is not on by default in maya when you bring in obj’s.


#297

My attempt, made whit Lightwave no post production


#298

Hey,

First of all, thank you Jeremybirn for your interesting comments. I’m sure they help us all a lot (specially an amateur like me :)).

Here is an update of my LightWave render, post done in PhotoShop.

Please click here for a full high-res version.

Greetings,
Sigurd


#299

Hello,

My update…


GeD :slight_smile:


#300

Software Used: Maya 2008
Rendered With: Mental Ray (FG and GI disabled)
Render Time: 07:19:04
System Specs: Intel Core 2 Duo E7200 @ 2.53GHz, 2GB of RAM

Notes: Most of the lighting for this scene was done with Mental Ray area lights. I’m still trying to adjust and/or add in lights to get more contrasting light colors (without making the lighting look unnatural).
It’s a work in progress, any feedback would be much appreciated.
Thank you!