FEEDBACK: Post here your take on the old challenges!


#901

rende: among all the boardwalk entries i saw, i like yours the most. dark and dirty. though, there seems to be conflict in the lighting. it seems that your lightcource is high up (mid day) because the shadows are sharp, yet your sky it late afternoon. i think its sunset. well, there could some other light source other than the sun and sky, but i just wanted to point it out. i like your contrast by the way.

psycosven: now this is scary… i haven’t touched the hallway scene yet but i think your lighting here is very effective. it makes me want not to be in this place. i think its very good. care to share a screenshot showing your light sources?

as for my bottles, i’m not sure if there is much credit for the setup i did here. this is just IBL in an unbiased renderer. i don’t intend to work on this again the way i did because this image took 48 hours to render (i’ve actually beaten my 17 hrs record for the fruit bowl. its a 4 year old machine). Of course there were versions prior to this…but this one gave me the most satisfaction and is closest to my target (something like a photo). still CC’s or any advice is welcome and appreciated as i will be able to apply them in the next scenes.

scene setup in 3dsMax. rendered in Indigo 1.1.5. PS for exposure adjustment, color correction, a bit of glow (coz camera is facing the lightsource) and grain (to even out the image).

http://www.red-filament.com/images/common/red-filament_bottles_1024x768.jpg


#902

ScallyFox: i failed to thank you for your kind words back in p.55. i can’t imagine how i missed your post. your candle scene is gorgeous. my work area right now is dark (lights turned off) and it feels like the candles are really in front of me. beautiful DOF! might i ask what renderer are you using?

only the shape of the flames (red and green candles) are of concern for me. they look like they are identical and were just rotated to face the other direction. the candle holders are a bit too clean and shiny…but other than that, it’s a great image with right mood.


#903

Hey Frayo! Thanks! Sure thing on the setup shots. I just hope you can make sense of them. there are 4 spot lights outside the building; 1 for the main moon light, 1 for fog, and 2 for the edge effects of the light on the wall. There is also one spot light inside the building that I moved around and took several renders with for the rim lighting on the stairs. There are also 2 omni lights where the lamp is inside the building. and that is about it for the setup.


And the comp node view.

Hope that works in giving you an idea of how I got that final image setup!


#904

Hi all,

This is my attempt at the fruit bowl, rendered in blender using zbrush to paint textures… any crit is welcome…

a.vector


#905

Hi all,

This is my attempt at the fruit bowl, rendered in blenders internal engine, textures painted in zbrush. Crits welcome.

a.vector


#906

hi everyone,

I finally found time to finish my bottle collection scene.

next will be the train thingy I guess :applause: , but the scene is so huge and slow on my little laptop…

let me know what you think.

-marcus


#907

Hey Marcus! Looks awesome! Only one more thing I would suggest. Maybe you could do an AO pass with a really short condensed fade distance, just to give a little bit of something for contact shadows. Don’t want to get too crazy on it, because you are working with all that cool glass and it could make it look muddy! That would be an easy add in photoshop if you wanted to try it. Love the look of the white glass chemistry looking thingy now! :slight_smile:


#908

motoyuki - Great job on the bottle scene! I think you should join the current challenge and try your hand at the lighthouse while it’s still active!

a-vector - Welcome! That’s really great. You’ve got very nice textures overall, maybe the tips of the bananas could use another map. You’ve got good overall shaping and tones on the fruits. I think the contact shadows are going a bit too black, the areas where the orange or cherries touch the plate seem to sink into blackness, where I’d expect a little bit of light to get reflected into those cracks. Give that little the darkest areas a little fill light, and use rich colors so that the dark tones stay saturated, mostly warm colors, except for a little green under the apple leaf.

psycosven - Nice job on the candle scene. On the hallway, thanks for posting that breakdown. There seem to be specular highlights coming from a source behind the camera, hitting the top and edges of the archway, I’d rather see specular light and kicks and rims all motivated by the window light. The right side of the staircase seems to get a lot of light from below, but no light from the left. The windows with the bright light are on the left, so you could reverse that. The two vertical posts seem to get lit on the side facing the camera, but not lit on the edges facing the windows, you could reverse that. The banisters in most of the staircase are very dark, you might put some rim light from the windows onto them to bring them out a bit.

frayo - That is a nice, fairly believable bottle scene already. The lower right corner could either use some light on the wall, or else you could put less light on the right-facing surface of the window ledge. Right now the side of the ledge almost looks like a continuation of the top. A little reflection on the window glass, or at least some glints or highlights or dirt, would add to the sense that there was glass there. I don’t really feel as big a sense of directionality to the lighting as I’d like - why isn’t the cork in the bottle getting lit more from the left, for example? Whe don’t we see more shadows on the table to the right of the bottles? A cloudy day is one thing, but inside vs. outside should still provide a lot of contrast.

rende - Good start! Nice textures on most of the surfaces, the fish could use a map too. I think the surface of the water should mostly be reflective when you look up at it, there’s only 1 area known as Snell’s Window that becomes transparent. Work on getting some shadows and shading under water, and maybe consider limiting the brightness in the foreground.

mirmel - Good job!

sklioness - Good start on the hallway! I think you need more shadows, to keep the light from going all the way into darker corners and areas like under the stairwell.

JeffPatton - Nice job on the fruitbowl! If you want feedback, I think the bump on the pear is a bit much, the grapes look terrific, the apple and bananas could use some texture, and perhaps the scene could use more reflections on some surfaces, especially the plate. The lighting is consistent and gives good shaping, you might just think about a little bounce or fill light right in the darkest shadow areas.

Leotril - Great job on the hallway! That’s a really nice one!

-jeremy


#909

Hi,
this is my attempt for the fruits scene. Still not happy with shaders. I want to add some SSS to grapes and orange.
Just 2 images: first one no GI/FG, the otherone with a little touch of Final Gather (notice the color bleeding).

C&C more than welcome!!
Lluis


#910

hi psycosven,
thank you for your suggestion. I have actually tried the ao pass. cause i always render it out, but since I’m doing a lot of lighting (actually I currently try to specialize in lighting) lately, I always get the feeling that it looks wrong kinda. I don’t like it too much except for small details in interior renderings maybe. I tried adding it again to see what it adds, and I just decided not to use it with this scene. but I know what you mean, sometimes a multiply by small percentage can add a good bit of detail, and also it provides for unbeatable contact shadows… BUT: it is not a shadow… :cry:

btw your lighthouse is nice man!

cheers

-marcus


#911

Hi,

Jeremybirn: Thankyou for the comments, it’s great to get quality feedback :slight_smile: . I have updated the image but still need to add some low intensity fill lights… I removed tha ao pass which got rid of the really dark shadows and added the cloth background, which is actually a photo and a normal map built of a small area of the crosshatch in the photo.

Thankyou again
a.vector


#912

thanks for the comments on mine, only saw that the fish were unshaded after the lengthy render… guess i’ll have to revisit the scene when theres some free time.


#913

Jeremy: Thank you for your very helpful comments & critisms. I’d have to say, I’ve learned from it (C’Cs) as much as what I learned from doing the exercise for days. Thanks for sharing your time and expertise.


#914

hi all
here is my test for candle Challenge


#915

and thes is my test render for Brand X
i hope you like it


#916

yassein:
beatiful renders. the leet shot looks very photorealistic. one little thing. the plastik of the bottle just above the liquids looks transparent, and not as if it had any thickness. but I think noone really notices that.

the candle light scene: very nice, but I think the shadows could be a bit softer, since the flames in relation to the objects are pretty big light sources, which would lead to softer shadows maybe? I don’t know, but I’ve goit the feeling that the image in the picture frame is vertically squeezed a bit. the color of the gold is a bit oiversaturated I’d say.

-marcus


#917

thanks marcusmartinez :slight_smile:
here is some adjustment and i hope you like it
i make he shadow sofer and play with goold mat


#918

I recently learned about these lighting challenges and thought it looked like fun and good practice. Unfortunately I’m having an odd problem, I downloaded the underwater scene and opened it in maya. any time I add a file texture though it makes the geometry turn transparent and makes it look like it has small diagonal stripes on it. this happens no matter what file texture i use. however I downloaded another scene, the halloween one, and this doesn’t occur on the geometry in that scene, nor have i ever seen this problem occur before. Anyone know how I might fix this? Thanks!


#919

hi Jeremy and all,

This is my try at the Christmas Challenge.
I’m a new user and trying to learn Lightwave 9.
This was my first attempt at using emitters. I have them as flames on my candles. I think I still need a lot of practice to get the look I want but , heck, I’m happy I was able to do it at all :slight_smile:

The textures were created in Lightwave. I didn’t do any post work on the render. Haven’t gotten that far in my learning yet.

I added the sofa, blanket, pillows, rug and candles to the scene. (I see my candles have rendered crooked? hmmmmm)

Many Thanks to Jeremy Birn for the wonderful model!

Thanks for any comments or suggestions you have for me!


#920

The renders here are really great! I’m especially enjoying the fruit bowls. Really nice work all!