thanks for the comments Jeremy Birn
Lighting Challenge #19: The King's Treasure
can anyone please help me out that what will be the right kind of shader for gold and gems
Fex, very nice pic! I like the mood and composition! It is a lot of mystery at your scene, that’s great!
djprasun, I used simple Maya Phong E, or phong for coins. Maybe mia_material will give you nice result! (If you work in maya)
thx ScallyFox, hopefully i reached my goal making it sinister and mysterious…
this is my final entry with before and after comp.
Passes were occlussion, depth, bg.

Fex - Great scene! I like how the final comp brought out the highlights in the lower right. Blurring the background object behind the crown doesn’t do much for me. The bag looks a little bit too black at the bottom, I wish it had more shaping light and texture. The sword running horizontally seems like a chance for more highlights and contrast if its gems and metal tip were played-up more. Actually, even the crown could look more vibrant if the gems set into it had some coloe and stood out boldly.
VinVang69 - Looking good. Your lighting could start out simpler and bolder. Instead of overlapping shadows and multiple light directions, see how far you can get with one main light casting soft raytraced shadows.
djprasun - What kind of shader would depend on what software you use. Something like Phong that has specular highlights and reflections could work well for gold or gems, I think. Things look more like metal when you use less diffuse or a darker main color, so that most of the brightness comes from reflections and specularity. Your scene looks very ambient-lit, as if there were a uniform level of light all over the room. Try to get some dark areas and darker shadows, and light more selectively. I like the textures. I wish the corner didn’t come together as a mirror-image in the textures though.
HeyGamba - Welcome! Good start at post #553! You have a base of some fill light. Now add your main brighter lights from the torches, making the back and top of everything brighter and casting dark soft shadows. You could also work on the flames themselves, and make them brighter, perhaps with a glow around them.
kamelotian - That’s great! I love the plush velvet shader on the bag. You might use that kind of texture on the blue surfaces, too, instead of the larger noise pattern. The pearls look over-exposed, they could use some shading. I think the metal in the sword might use brighter reflections or highlights or a rim on top, something to help make it gleam and look interesting. The display case idea is working on the right, in other areas it’s hard to see the glass.
shahabsy - Nice scene. The fill levels seem inconsistent to me, with lots of fill light on the walls and ceiling, but no fill light on top of the bag. Apart from the lamp, the brightest part of the table-top scene is a bright coin inside the bag. I think the light could be more focused, radiating out from the lamps with quadratic decay, and could cast softer shadows. The only a little fill and bounce light would need to be added. The walls can get darker in the corners, but maybe needs a bit more cool fill light in the window.
mac0121 - Nice scene! I think you could use darker shadows, and the room could get darker in the corners where walls meet. Sometimes working with fewer lights in bolder ways creates a more striking image.
guscomo - Welcome! Nice scene! You could do more with that diamond. I’d like to see the lighting get brighter around the lamp, really creating some contrast between bright and dark areas. Light sources that are low to the table can cast long shadows that might look neat.
reinhart82 - Great job on the night scene! You could play-up the lamp light more: a brighter candle flame, more of a glow inside the glass lamp, some rim light on top of the coins on the right, maybe a little rim on the top and right of the crown, caustics shining through the diamond in the cneter coming out towards us. The “evening” scene doesn’t really look like evening. Maybe with more contrast and colors and less uniform lighting it could get there, but really you should focus on just one and the night scene is a lot better.
andres1709 -Welcome! Good start with the scene. You have a few objects looking bright in different areas, but I don’t see any overall light direction in the scene. See if you can light the whole scene with just one or two lights, each casting dark shadows and decaying with distance realistically. Be selective in which areas to light, but try to make the light look as if it’s all coming from somewhere.
alonsovg - Welcome! Nice scene! I like the window light and display cases. I’d like to see more fill light from the sky, maybe the left wall could get soft fill light, so the center of the left wall gets more light from the window, but the right wall gets less? I don’t know what the transparent rope is near the lamp on the right.
nibo88 - - Welcome! Good start! You have a base of some fill light. Try adding shadows to that. Next, add a main, brighter light from whatever direction you choose, making one side of things brighter and casting dark, soft shadows. Right now the image looks squashed or scaled horizontally – maybe the camera has too wide an angle of view and should be zoomed in and re-positioned a little?
vanderlaat - Hello! See if you can work on the impression that light is coming from the lamp: make the lamp itself bright, make the light from the lamp decay with distance so the scene is brightest near the lamp, and make it cast softer shadows. A little light from the green window might be nice too.
-jeremy
Thankyou very much definitely i will do that ResidenceEvil and once again thankyou for your advice.
Hello jeremy thanks for that tips and i have one doubt is there is any free training is provided by any studio please tell me sir.
2nd shot at it, stayed in lightwave, having too much trouble and too little time to start over in maya, so some of the subdivision doesn’t look right. Not really happy with the gold of the rings. Composited in nuke.

I have posted my work earlier but posting the same here again for the comments.

Will be waiting for your comments.
Thank you Mr Burn for your valuable inputs. I will try make some shadows in the scene. Glad that you liked the texture. And the wall texture is something that im working on, its true that i have just flipped the texture in the other wall. Ill try to come up with a better image.
preetamsaha: nice image. the output is really looking good.
thx Jeremy for your comments, to enhance image i did a rim light pass for bag and sword
and give crown diamonds a slight value boost.

May I post initial texture-less wip image?

Rendered with LuxRender.
Needs textures and material tweaking. Coins are plain, which is no good at the moment. Also, I need to apply subsurface modifier to some objects. Lots of work. Do you have any critique?
Here’s my final image 
Hope you’ll like it.
Congratulations to all the works!
Bye,
Mirco

this is my latest rander where i have fixed the wall texture and also decresed the ambience. Do any one have any suggestion to improve my image.
verb3k: Your image and my image have lots in common! Your image have that summer afternoon feelings. Work on your texture then hopefully the true composition will emerge. Its very difficult to comment right as its in a early stage. Best of luck:beer: cheers
Here it’s my final composition… I’ll try to correct some things once now with new cpu i can do renders in 25m @ 1280x1024 :).

Used photoshop to add chroma aberration and to do some color corrections!
c&c’s are wellcome
cumpz
Xcut0r
Xcut0r - The fill light is very uniform in that scene, the walls and ceiling should get darker at the corners. With that bright sunlight, I’d expect bright kicks of light on the top of the money bag and the crown, and perhaps more of those bright rims along the edges of other objects. You could use darker shadows within the sunbeam, and need some soft shadowing outside the sunbeam to make sure it gets darker under the metal trays or under the coins.
djprasun - Nice scene. It seems to have a lot of very uniform, ambient fill light. This flattens the image. The top of the table, the wall behind it, and the picture of the king all have about the same tone, so there’s no definition between them. If the fill light on the floor is coming from a specific place, try to make it decay with a gradient moving from light to dark, and try to add some soft shadows to the fill-lit areas.
Mirco83 - Nice scene! The shallow depth of field makes it look like a miniature in a doll house. I like some of the textures. Your shadows could go darker: it could get much darker in the crack between the two metal trays, and the coins inside the bag could go darker. Perhaps this is just from caustics that are too bright, but in some places instead of a coin casting a shadow on the table, it almost appears to be lighting the table. The right wall could get darker as you approach the back corner, just so both sides of the corner are darkened.
verb3k - Good start. The fill light in that scene is very bright and uniform. Maybe it global illumination with too bright an indirect bounce, but not enough fill light from the sky. When you get outside of the sunbeams, there should be the softer cooler light from the sky.
Fex - Nice job. The whole image oculd still make a better use of the available pallette, it seems to only use darker tones now. The shadows on the top of the crown could be softer and darker I think.
punytjoshi - Interesting scene. The caustics look nice, but they seem much too bright compared to the lighting. The coins seem to be flying above the table like UFOs, they have super-bright reflections on top, but I can’t tell what direction they are lit from. Maybe you could focus more on creating nice shaping with the lighting, giving everything a bright side and a dark side and nice consistent shadows, and then add in a little caustics and reflections only as a finishing touch?
guccione - Welcome! Nice scene! Some objects could go darker on the dark side, especially the crown, the pearls, and the cloth bag: if they looked really back-lit and had a darker core to their shading, it would help the contrast and believability.
sivaavatar2009 - I don’t know if you’ll find anything better than the Internet for getting free training.
-jeremy
yes, I´m talking about two spots in the same place, you mapped a sort of figure in the color of the light, if you see carefully, the light goes through the glass of the flashlight it simulate a caustic effect, off course it depends, how many layers of glass are in front of the light source of the flashlight and how is the shape of the glass, it would be nice if you simulate that effect.
I search a couple of photos from google that sort of show you how this effect works, you also can see it in the car lights projection over the floor…here are some of the links of the pictures I found.
http://www.lakewoodconferences.com/direct/dbimage/50268204/LED_Flashlight.jpg
http://www.webbikeworld.com/flashlight/gordon-led-flashlight/gordon-led-flashlight-hand.jpg
http://graphics.ucsd.edu/courses/rendering/2004/jwng/index.html
http://www.awingsoft.com/help/caustic.jpg
http://www.geekalerts.com/u/dv-led-flash2.jpg
http://cache.lifehacker.com/assets/resources/2008/07/chapstick-flashlight.png
http://img.alibaba.com/photo/100187215/Emergency_Charger_With_Flashlight.jpg
they dont have a very good resolution but they work.
sorry it took me long time to answer you, I was a little busy last days.
hope to see your final render…

(sorry bout my english, hope you understand everything)
punytjoshi - Interesting scene. The caustics look nice, but they seem much too bright compared to the lighting. The coins seem to be flying above the table like UFOs, they have super-bright reflections on top, but I can’t tell what direction they are lit from. Maybe you could focus more on creating nice shaping with the lighting, giving everything a bright side and a dark side and nice consistent shadows, and then add in a little caustics and reflections only as a finishing touch?
That’s absolutely right It really looks like UFOs and Shadows Just dont come out at all (Now I realize that). I got too lost in getting right caustics I Just overlooked These main aspects of lighting . But these two things came to my mind when I saw the set and chalange, I wanted to get good caustic and bright look.
I will put your comments on my work and will be back soon.....................
