Once again,
Appreciate all of the feedback provided to date. The purpose of posting so much detail is not only to help me improve my skills at lighting but to hopefully benefit others who are looking to build their skills at lighting - it’s truly an art form!
Added a bit more ‘MI Relfection Blur’ to chrome shader, reworked the table/chair wood shader, increase bump on trim shader, reduce reflection on bottle shader. Changed Fill light decay rate to ‘Quadratic’.
Review ‘Linear Workflow’ link provided by Jeremy (much appreciated!) since I am using Mental Ray (MR). Applied setting I had missed. The final composite is done via Adobe Photoshop CS6 which does not natively support OpenEXR so I have been using Maya .IFF with a 16-bit Short (4x16) Float Framebuffer as Maya throws-up compatibility errors in 32-bit.
As of this note, I haven’t yet researched the cost of purchasing the OpenEXR plug-in.
Starting with the third lighting challenge, I’ll be looking to configure my Linear Workflow, switch to MR shaders and lighting, and apply the Gamma utility nodes as per the Maya documentation.
Regards,
Hilaire
Motivation
Here are my thoughts while creating the scene.
_____NICK staggers into THE KITCHEN, squinting to shield his
_____eyes from the morning sun.
_____NICK
_____(VO)
_____THE ONLY REAL CURE FOR A HANG-OVER IS ANOTHER BOTTLE
_____OF BOOZE. THE TRICK IS TO PASS OUT AGAIN BEFORE YOU
_____PUKE IT UP.
[ul]Wanted the light coming through the window to instill a feeling of squinting[/ul]
[ul]Added lighting (‘rainbowish’) effects to slightly distort some of the colors in the region of the bottle/window[/ul]
[ul]Applied Depth Of Field to simulate visual blur; did away with the offsetting a 2nd image instance[/ul]
[ul]Added a vignette, slightly tinted green, to simulate tunnel vision[/ul]
[ul]Slight camera angle to instill feeling of uneasyness[/ul]
Review of Critiques/Comments from Jeremy/luminosa/kysg
Occlusion: shouldn’t create gray lices tracing corners/edges; should contribute to the definition of scene
Occlusion: alcove above kitchen counter & below top cabinet should be shaded darker in occlusion pass
Reflection: needs more reflection on floor
Reflection: more shaping towards cabinet edge
Reflection: close attention to what is visibile in reflections (window color, dooors, shaping, etc.)
Reflection: harsh line between flat shadow-tone & flat sunlit area; no shaping/shading
Reflection: bottle too reflective
Texture: trash receptacle too reflective; needs more bluriness
Texture: more variation on the wood texture required
Lighting: too much interior fill/bounce light, insufficient fill light from exterior
Lighting: shaded windowsill area darker than shadow on floor in front of cabinet
Composition: too flat and uniform
Reference View
Here is a link to the Camera View that I used while testing the lighting for the final scene; changes noted above not applied.
Overall Room View: http://fav.me/d6kbun0
Light Placement
No change from previous scene; light type and purpose.
#01 key sun directional, raytrace shadow), #02/#03 bounce ceiling (area, raytrace shadow), #04 OpticalFX Glow/Halo (point), #05 fill sky (area, raytrace shadow), #06 fill living room (area, raytrace shadow), #07 fill hallway (point), #08 bounce window frame (point), #09 bounce wall sun (point, raytrace shadow), #10 bounce table/counter sun (point, raytrace shadow), #11/#12 sink (point), #13 bounce kitchen wall (area), #14 bounce hallway wall (area), #15 bounce living room wall (area), #16 bounce floor (area), #17 illuminate under fan, table, seats, top cabinet (area)
Light Placement: http://fav.me/d6kbv93
Final Composite
Fourth attempt at lighting script #02 of second Lighting Challenge.
Breakdown of Rendering Passes
I rendered each pass as a separate image in the hopes that it may help me better understand which pass I need to improve. Ordered from last (top) to first (bottom):
_____Vignette+Sun+OpticalFX (Screen): http://fav.me/d6l8dlp, OpticalFX Only: http://fav.me/d6l8dhc
_____+
_____Sun (Screen): http://fav.me/d6l8dbj
_____+
_____Ambient Occlusion (Multiply): http://fav.me/d6l8cvh
_____+
_____Fill Sky (Screen): http://fav.me/d6l8d61
_____+
_____Bounce (Normal): http://fav.me/d6l8d0n
_____+
_____Z-Depth (for Photoshop Lens Blur): http://fav.me/d6l8drm