Thanks…whiteg3. will try the mountain trick on the next ver. still working out a decent cam. angle
halfPintMike…worked a bit more on the grass. better? 
update…full version
Thanks…whiteg3. will try the mountain trick on the next ver. still working out a decent cam. angle
halfPintMike…worked a bit more on the grass. better? 
update…full version
Nice render
! You did a great job blending the sky with the scene. The depth of field is subtle and not over done.
Thanks to Kemal Kalajdzic we now have a Carrera 8 file which has been placed in the first post of this thread.
What is this? And how do I get it?
Haven’t had time to do anything with this challenge yet.
Nice stereo effect -- it is quite strong without being too overwhelming. Personally, I would move the screen/ZPS position back so that your grass is not sticking so far out (you are getting a huge edge violation on the bottom right). Also, I would reduce the interaxial distance a little since changing the screen position would cause the mountains to recede uncomfortably far away.
Your sky seems a little too far back relative to the mountain – parallax shifts at that distance should be almost non-existent, at most 1 or 2 pixels. Moving the sky back too far appears to miniaturize your mountains and make them look like a card.
You’re also getting a lot of vertical parallax on the chimney and windmill, which leads me to believe you are using converging (rotated) cameras with a somewhat low focal length. Consider switching to parallel lens axis system, by keeping both cameras parallel but changing the filmback position of one to reposition the ZPS. It completely removes the distortion on the edges of the image.
Lastly, your red and cyan shifts are switched. Red image mountains should be on the left and cyan image mountains should be on the right. (The stereo is inverted when viewing with regular red-cyan glasses, unless you wear them upside down or backwards)
Still, it’s good stereo work, which is nice to see in the midst of all the bad 3D work coming out in current films.
Hi,
I have been following cgtalks for some years but never entered a lighting challenge. So I have some doubts about their focus/scope.
For what I have seen in several threads of lighting challenge, there is a so free interpretation of what is supposed to do in a challenge like this. This isn’t a criticisim but a request to some advice or info for entrying.
Even with a free interpretation of what is expected to enter in this challenge, I suppose that there is some “oficial” or “theorical” or “main” planning of what about is a lighting challenge. If someone thinks that my questions make sense, it will be great to clarify some points in a sticky thread or so, specially to help newcomers. So, here we go:
[ol]
[li] At which point we are talking about lighting “strictly”, say placing lamps and setting them, or are we talking about the “perceived” lighting of a render? So in the last case we are even endorsed to use compositor tricks or even GIMP or Pshop postprocessing… I know in the industry is not never an issue of “placing lamps and setting” only, but the challenge’s title can drive to misassumptions, IMHO.[/li][li]At which point, too, there’s an implicit focus on setting materials and textures of the geometry in order to reach their best light response, or the challenge could be “win” with a plain clay material evenly applied?[/li][li]Along with these considerations, what about unbiased renders, where wisely “placing a single lamp with some minor settings” could result in awesome renders too?[/li][li]According to some other possible free interpretations, ¿this challenge could be understood like any other generic 3D renders challenges, with the difference that you begin with a premade geometry/scene?[/li][/ol]On the other hand, I suggest to everyone providing the challenge scene in different formats, to use the very very default settings on each application. This way is easier to avoid the need to struggle with unfamiliar/arbitrary configs on your application of choice.
Thanks for your attention; any hints on this will be, at least for me, so profitable.
Regards,
Raimon
You’re over thinking this completely man, lol it’s a free for all lighting challenge, do whatever you want with a premade scene. It’s too bad you have doubts on this thread, the focus is to grab a scene and have fun with it. Stop over thinking it man, and jump aboard lol.
I’ve found this thread where there is, precisely, what I think I’m looking for:
http://forums.cgsociety.org/showthread.php?f=185&t=319005
Not so lost as before 
Regards,
Raimon
you are correct. i think one great benefit is that everyone can participate in these challenges without any constraints of having inferior hardware… or argue over which software is being used. if you do look at previous challenges there were themes attached to it. this one’s a free floating one so maybe the perception is well there are no rules. i think at the end, if one creates aesthetically beautiful images, with some guidance fro other users, its a nice exercise. secondly…I truly enjoy everyone’s take on a given scene because of the interpretations you get flows new ideas and expands my way of thinking out of the box.
hope that helps.
I would like to submit an image, but I do not have web hosting for the file. How can I attach an image to this post?
Hello there!
tuffmutt, it keeps getting better and better. But I don’t know if it’s just my eyes or what but your grass still seems a litter sparse. Maybe you could try increasing their density? But a great render nevertheless!
Here’s my next update on my scene. Added grass to it now. Mountains and that tree to follow.

To make the grass go blue, I had to turn the grass itself blue. It was rendering as a dull green before. Couldn’t think of any other way. And I think that the glow of the lantern and the specular reflection on the right window are not propotional to the light the lamp produces?
Anyway, what do you guys say about this render in whole?
T.
Hi Raimon -
Regarding the name of these challenges. When these were started a few years ago, they were launched as a sub-forum of the “Lighting Forum” here, so they were called “Lighting Challenges” to fit into there. In a re-organization, the Lighting Forum got re-named to a broader and more appropriate “Lighting and Shaders” forum.
I don’t think the name is a terribly important issue, but if you had any catchy, easy-to-remember suggestion for a way to rename the Lighting Challenges, to indicate that they include a full scope of looks-development, color, shaders, texture, lighting, rendering, and compositing, people might be interesting in hearing what name you propose.
If you’re curious about the other things you mentioned (unbiased rendering, etc.), then you’ve come to the right place. This is a great place to try things. Download the latest scene and show us what you can do with different techniques, such as how well (or badly) the scene comes out of an unbiased renderer, or what you can do with and without GI. I color is a very important to most scenes, but if you’re curious you can try for yourself seeing how evocative the lighting can be on a gray clay version of the scene, too.
-jeremy
Hello To all, this are my finrst WIP for the challenge. I’ ve made thwo version with diffrent angles. I also would like to try a night version simulating a night shot (so long exposures). I need suggestions 
There’s my work 



Hi Jeremy,
thanks for your answers. Actually the name isn’t a problem for me too, and as soon as I have better naming proposal, I’ll let know you ;-). My question was about whether I should took this challenge in the strict meaning of its name or not, independently on what poeple used to do last times.
It’s not a death or live question but, well, asking isn’t bad, isn’t? and you’re kind to answer. Thanks!
Raimon
First take.
I had this idea of having the ligt come behind the tree, and I kind of took it from there.
I concentrated mainly on lighting and basic camera exposures.
Until a good shader for the mountains will be made - I used standard library .mtl files with slight tweaking - DOF is used to somewhat hide them. Better shaders is a good next step…
hi all,
real nice stuff so far…here is my wip
done in maya with 3delight
some texturing missing, ground needs lot more detail, maybe a more dramatic composition
hope u like it
