FEEDBACK: Post here your take on the old challenges!


#541

Below are lighting scene’s that i’ve been working on for a Lighting Techniques module at University some on still work in progress and i’d like some feedback on them cheers.

Thanks to jeremy birn for his awesome book, pete draper and his scenes from his tutorials and the guys that created the scene for the lighting challenges.

Basically for this module we could source the scene’s from anywhere aslong as they didnt have a lighting solution complete in them.

HDRI LIGHTING (Complete) i know not part of this lighting challenge but i still like feedback cheers.

Light Tracer Calm sea (an example of what i want to do with the scene, as this was done by a friend of mine)

Candles (WIP)

Haunted Hallway(WIP)

Cheers


#542

It’s been a while since I rendered anything. Not all of us work in the CG industry ya know! For me it’s a hobby. I thought I’d give it a try on lighting the haunted hallway. Just a quick clean WIP. I’m already happy as is but I’m tweeking things if I see something I don’t like.


#543

sendanilhi - Welcome! That’s a good start on the fruit bowl. The shadow from the apple onto the pear looks too bright, that’s not your key light (the brightest light comes from the right) so it shouldn’t be your darkest, boldest shadow. Some reflections on the plate and the shinier fruits would add to this. You might do some more texture work, on the tips of the bananas and the stem of the pear as well.

Rico3k - Welcome! It might be too early to critique the candles, the flames need to be brighter and added on as a separate layer, the shadows need to be softer, but I’ll see what you have when you’ve put more time into it. Maybe try to get the candles working before you start the haunted hallway.

RoVeR - Welcome! The fill light looks very uniform, as if the fill doesn’t have any occlusion or shadows. It would be nice if the light from the ceiling were a different color from the fill, cast softer shadows, and decayed with distance in a more realistic way. Some specular or reflections could also help your hallway. Think about what the back stairs should look like - maybe they should be darker with just little kicks or glints of light?

-jeremy


#544

this is Anil again frm India…
u remember the fruit bowl i had posted …recently…

this time i had done this hounted hallway challenge( this is really one good composition) thanks 4 such challenges…

in this i had stimulated light at morning time…
i had rendered them with depth-map shadows…and raytracing both…

sir, pls tell me what more can i do in them to make them more eye-catching…

i will be highly thankful…
http://i219.photobucket.com/albums/cc61/sendanilhi/hallwaymorninngraytraced3.jpg

http://i219.photobucket.com/albums/cc61/sendanilhi/hallwaymorninng.jpg

here is one i stimulated in night time…

http://i219.photobucket.com/albums/cc61/sendanilhi/hallwaynightraytraced2.jpg
Anil Verma
India


#545

here is an update on the candles

i cant get the lens effects to work for the glow of the flame, as i get this the following message during the rendering from the mental ray.

MSG 0.0 error: “Lens Effects” effect expected unsupported GBuffer channel “transparency”

I believe this is down to a material that mental ray does not like


#546

finally got the glow effects to work as mental ray does not support lens effects, so it was done via video post.

here is an update, i’m just trying to get the SSS correct with the candles, i have a material that was made to fake the SSS and i also have the mental ray SSS also and it just aint turning out right.

i have 3 omni’s to every flame i did have 6 but i was making things to exposed, i tried brightness and contrast effects, and nothing was working out right and thats why i have just left it at three omni’s per flame.

just tried something else so will post the results.

Cheers


#547

sendanilhi - You could use some texture mapping, reflectivity, and specularity on the walls and floor. Also, more contrast between light and dark could add to your scenes, especially if you could use occlusion to darken some of the cracks and corners.

Rico3k - Looking good! The new framing is a little broad - it leaves much of the frame black, maybe you could zoom in on the subjects more? It would help the candle-light look if the shadows were softer. Some of the surfaces could use more reflections or highlights, especially the plates and tabletop.

-jeremy


#548

I agree with u Isreal , it just decreased my render time by a minute
and BTW i was also referring to algorithms like FG,GI and not just MR.

[color=yellowgreen]Here is my scene again, i just worked on the reflections on the chrome and the light[/color] ray trace values
this is rendered in Mental Ray

[/QUOTE]


#549

lighthunder -

I’m a little confused. If you’re going to quote someone, pleae leave their name in the quote so everyone can tell who said something originally and who you are quoting. Is that image you just posted yours, or a copy of someone else’s from another post?

-jeremy


#550

lighthunder -

I’m a little confused. Is that image you just posted yours, or a copy of someone else’s from another post?

If you’re going to quote someone, please leave their name in the quote so everyone can tell who said something originally and who you are quoting.

-jeremy


#551

Hi,

that’s my very first post. I did the lighting of the candle scene in 3ds max with some Arch&Design Materials. I hope u like the picture.

Critics are welcome! :slight_smile:
Regards


#552

i never got the hang of projection mapping, i should probably look into it cos it seems everyone uses it alot. all the chrome has something to reflect. i put planes with surface shaders on them of a cityscape at night around the entire scene. as for the fluros, i kinda put full chrome on the metal fixtures, so they would appear to be glowing yeah :slight_smile:

i put depth on everything to 20+ to be sure it was getting through, but nope. there is an IBL surrounding the scene so there should be zero black, however the camera environment would still be black. perhaps ill change that when i get home and see what happens. it may just be something weird that the mia shader does where it picks up the black camera environment over the IBL…didnt have any trouble when replaced it with the DGS shader either, but it doesnt look as good. prob throw some multibounce in there, see if i can get the light to reach it that way.
thanks for the help.


#553

Hello all,

Here is my take on the Haunted Hallway Challenge. Lighting, texturing and rendering with formZ, using the new final gather and ambient occlusion features. I also used glow for the volumetric effect. This is rendered in one pass and not exposure corrected or adjusted in Photoshop. (I like my renders raw, whenever possible). I did change the model a bit, I hope it’s not too much.

Thanks for looking, and comments always welcome!


#554

hi all…my take on the Leet stuff…comped up in pshop…max and MR. like the Pied piper !!!:slight_smile:




#555

heres the candle scene…also max and MR.



#556

Hi Rico…I am assuming that you are using Max/MR for your renders. try using the Glare shader that MR does as a post effect , same as mental Ray.you dont have to use the post thing.
use one omni for each one (thats like six spot lights in one) use either decay…(inverse preferable) or use the attenuation perameter to make things bright (hot) or dim.

another look at your image shows multiple shadows …almost like all the candles are lit from an external source. have you tried area shadows in Max/Mr? if your are using standard with
lights shadow mapped or raytrace in max they will not behave the same as in the default scanline renderer.
I hope this helps…and have a happy new year…


#557

Hi everyone!

I have been lurking around the lighting forums and decided to start participating in some of these challenges. The first one I’m going to try is the eye lighting exercise. To up the challenge, and so I learn more, I’m trying to paint the textures by hand. So far this is about a day worth of work. I still need to tweak a few things, like the shiny, wet spots that appear between the eyeball and lid. I have not worked at all on the eyelashes yet or creating any texture maps for the forward or back scattering. I made a lot of changes to the eyeball, if that is ok? The modeling was fine, having the eyeball setup in this new way was easier for me to work on. The head and lashes are the same. I think I might add some thick makeup later on…we will see. I’m using xsi 6.5 and Photoshop.

Thanks for any feedback!

Waylon


#558

Worked on it a little more today. Mainly worked on removing the hard transition between the sclera and cornea. Also started on the eyebrows and a few other things.

Waylon


#559

[QUOTE=jeremybirn]lighthunder -

i posted my image but it is not showing on pls can u help thnks


#560

Hi there,just been intorduced to 3drendr.com,studying up lighting and caustics…this is my first try @ underwater,have been trying two versions,one a very mirky greenish watery appearance

and an another a clear water tropical one

C&C would be very useful ,thanks,and could someone direct me to some nice caustics tutorials.