Big problem in Lighting...


#1

Hello all friends.
How will have a dramatic lighting? Like painting?
And how will rendered such PIXAR?
Should I use special lights, or from certain places, or such work with special renderer such as RenderMan?
Can I Give a Resource Documentation in this field ?
Thank you for your attention.


#2

Why does not anyone answer?
But not here to help each other?
Or you think not help me because I’m new?
True???


#3

This is a complex question. Pixar follows a set of plans laid out from the beginning to unify their coloring and look for an entire film.

From there, the technicality is that they use a lot of their own tools for this.

Should I use special lights, or from certain places, or such work with special renderer such as RenderMan?

Any renderer can replicate this look but not necessarily the specific method inside Renderman. This particular shot uses direct lighting through the windows and then some fill lighting. Lastly, the other areas are filled in with global illumination using Renderman’s point clouds.

A similar feat can be done inside mental ray, Vray, Arnold, etc.

Simple rule is begin with the practical lights. i.e. Lights that really exist in your scene like the Sun, a lamp, candle, etc. Then use a method of global illumination available to you in your renderer to fill in the rest of the lighting in the scene. By that point you may want to add other lights to fill or alter certain areas. That’s up to you and what look you want to achieve.


#4

Pixar base a lot of thier lighting on good concept art, they don’t really go for photorealism. They did use point based gi on Up, there are articles on this floating around on the internet. They use shadow maps/deep shadows for …shadows, and I would say the rest are standard delta lights (spots/distant lights) with a few bounces here and there to match their concept at. At a guess.

Just remeber, this images are the culmination of the work of hundreds of people and hundreds of man hours.


#5

Thank you for your attention.
Well I understand your text these things:
You mean (Renderman’s point clouds) was =====( in 3ds max mr sky portal)
i with 3dsMAx and MentalRay with help FG and GI and the Standard Light and Photometric Light can get this pattern.
But I can not Fill Lighting !
You can Put me a sample the Fill Lighting?
Thanks.


#6

Its a bit of a complicated thing to ask if you dont know the basics.


#7

no,i know the basics.
there is the one type of lighting is (tree Point Lighting)
key Light and Fill Light and rim light .
A fill light softens and extends the illumination provided by the key light and makes more of the subject visible.The fill light can simulate the effect of reflected light or of secondary light sources in the scene.(Digital Lighting and Rendering).
But in scene planted many Fill light .place implantation their is important.
law place?!


#8

As others have said, you’re essentially asking “how do I light?”, which is a huge question on its own.

Why don’t you show us a scene you are working on currently and then we can offer some criticism of that to help you get the look you’re after.


#9


Well good. This is my latest rendering. My goal is to reach the UP Rendeing and lighting. You can see her a scene that I work them mimic.
I using of a scene DayLight System I got DeActive the SunLight . Plus a mr Sky Portal for better simulation Sky Light and Low FG Precision with 5 number Boucees and GI Precision default. You can imagine the following see scene design. In choice light and place I had carefully placed them?


#10

I think that painting would be of great help.
Just (quick)sketch and paint on paper, or in PS some quick lighting and color harmony, and use that as a base for your render.
It doesn’t have to be perfect quality.
Or, for example, you could make one render that has the every object in the scene grey default material. Then you take that picture and just paint over in Photoshop several lighting variation (it’s very easy to change whatever you like in that stage), and after you got some pretty color harmony, you take that as a reference and start creating materials and lighting using the painted image as a guide.

Hope that helps.


#11

First thing to say is: you’re not doing too badly at all, it’s a nice image!

Are you using a linear workflow? You’re lighting appears to be overly contrasty.

The biggest obvious difference between yours and Pixars is the amount of fill from the camera direction - you might want to add some lights facing straight into the scene to fill it out.

Once you’ve done that you could probably bring the sunlight down - it looks way too hot at the moment.

Also, compositionally, the pixar shot looks like it’s on a longer lens than you have (the perspective is much flatter), which is one thing helping to give that image a more illustrative feel.


#12

Im not so sure about the frontal fill… but it could be…

What i also would like to add is that that painterly look is mainly comming from the textures and shading in my opinion. As you can see they dont use alot of specular reflections.

The lighting in those pixar shots look pretty ‘normal’ to me. I think if you saw a clay render of those shot, they wouldnt look that special.

What also could help is adjust the curve in post in such a way that some tones are a little more flat. That will also give a more painterly look.

And yes, your images look already nice.


#13

For animation fantasy How should be act? “TinkerBell for sample”
Certain colors should be used?
I accepted a job at a company and should me design fantasy story for children.
Can you help me?
thank you for attention.


#14

The first image looks cool, the second could use less fill, and more directionality from the window. I mean try to motivate the lighting better, so the viewer could understand where such a strong fill lighting is coming from. Right now it’s too much of the fill.


#15

That’s the scene from UP he’s trying to copy :slight_smile:


#16

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