I am unable to open the .mb file(may be .mb file appears corrupted)
Lighting Challenge #20: The Shop Girls
@devank- Don’t u think that the tube lights are emitting very less amount of light. Anyway, a very cool concept indeed.
@JeremyBirn
I think the Levels might be getting tweaked between the Batch Render and the Render View renders. After some tinkering in Photoshop with the Levels Adjustments (and by tinkering I mean moving the grey tab towards black) I was able to match the image made by the Batch Render. I’ll see what I can adjust in the Camera Settings to see if that works out, but I still can’t imagine there would be a difference between the two rendered products.
Oh yeah, I switched all the room surfaces to a default Lambert for the lighting phase for a quicker render time.
Here’s the two images I’m getting (unfortunately the Batch Render isn’t in a file format suitable for uploading on the web so I’ll show you the Photoshopped image that matches)

and here’s the Level Adjusted image

@djprasun Hey! Thanks!, Yeah i think so too, i will fix it
I like your color corrected version!
It looks nice with depth of field, gives its a film look to it
Hello Everyone !!
Here is my render of the shop girls. Still lot of tweaking to be done, fix the blown out area of lights and change the color of key light to make it look more towards golden hour.

By nesco66
Cheers,
Nirav Sheth
niravsheth: I like what you have going on but your shadows are very hard shadows… you need to work on them. Keep it up.
Current WIP its far from Done Lighting is still off. But The first Character is Fully Textured as well as the Floor(might Tweak it) and the Wavy wall-like separator. The other Model is next. Currently only lights in the Scene are Quadratic Falloff MR Area Lights with a Intensity of 32000 GI is on as well.

@chad5118- I think you are using mental ray right, then i thing you must decrease the photon or something like that as some part of ur image appear to very whitish. Anyway, your character is really hot, can’t wait to see her when she will have hair.
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chad5118 - For the orange woman, try to give some shaping to her shirt so it doesn’t look pure black, maybe a brighter cloth texture or some top-light would do it. The foreground woman just needs some work on her hair, shirt, and eyes, the skin is a good tone though. The photons don’t seem to add much, you could turn off GI when testing your lighting. Try giving less diffuse brightness to the metal posts, so they look reflective instead of diffuse. There’s a lot of gray in the scene, including the gray back wall. Some of the gray might go away when you turn off GI, but maybe you could also move some shelves back there to give depth to the scene and make it looks more like a store from your camera angle.
niravsheth - Great start! The right side looks strange, the way a customer would just be facing the back of those display cabinets if she walked there. Maybe there should be a wall on the right, at least one of the wavey ones copied there? Or we could use a more vertical aspect ratio instead of wide-screen so we don’t see the right area? Either way, keep going, that could look great.
VinVang69 - You can use the File > Save function from the Render View to save those images in the same format. What file format is it? Are you sure it isn’t a problem with Photoshop’s color settings? If not you haven’t explained what the differences are. Your scene is off to a good start, but I don’t know where the light is coming from. You might try making the ceiling light come from the rectangular fixures.
djprasun - Your color-corrected version is a better start on the colors, you might go back into Maya and adjust your lights to be more similar to that. You can keep the saturation on the Exit light. The yellow area above the TV might be too bright, you could tone that down and just add some rim or reflection near the top of the TV to help it pop from the darker background. The shelves seem to fade into the doorway the way they line-up, you might make the selves end sooner or put posts at the edge of the shelves to separate them.
lightDVK - The mb file is working fine for other people. Be sure to extract it from the .rar file, and read post #5 of this thread.
devank - Good start! The characters could use more top-down and rim light and some bounce coming up onto the faces. You might use 2 or 3 of those lights along the florescent fixtures so they don’t seem so focused just in the center. Some reflectivity on the floor and a few other fixures could help them. The image on the TV happening on the left side draws your eye to the left side of frame, I’d say either put images on other TVs or leave that one off. Keep going!
Voigg - I don’t think all the photons are helping the scene, you might turn that business off until you’ve gotten further with the lighting. The light coming through the door in the back could be much brighter, and you might play-up the back-lighting and rim-lighting on objects in front of it too. Some of the fill lighting on the bags and things near the floor seems a little bright, having darker shadow areas would add to the contrast and build a sense of being a night scene. Many of the surfaces have a very matte finish, when I think TVs and other fixtures should be more reflective and shiny.
-jeremy
Hi Jeremy, Thanks!
I’ll add the rim and bounce :), the image on the tv was just a test, the image is done in post so i can have more control of it :), i will put images on all the TVs and if that doesn’t go well with the rest of the image then i can have it as if all of them were turned off.
Yeah, i was thinking of adding some blurred reflections on the floor.
Thanks again!
So I got a question guys.
I’m changing my character’s outfit and remodeling some parts of her and doing the hair in a separate file then referencing the character back into the scene file. I was working on the hair tonight and when I referenced my character back into my scene file the hair control curves and the brush strokes can into the scene but when I rendered the hair didn’t render and Maya (2008 btw) gave me an error message saying, “the referenced file contains fur, make sure your fur globals are correct”
Anyone got any ideas, I was thinking about just importing the character and maybe that would fix the problem but I like referencing so I can update the character and not have to reimport everytime I change something.
Some cool entries shaping up. This will be fun.
Zach H.
Hi Jeremy, Thanks for the feedback !! 
I will try and make the changes accordingly. Will try to put up something interesting.
Thanks once again…
Cheers,
Nirav 
Update WIP ( /w attempts at suggestions from jermey) also Second Character Done(still Finalizing the Hair on the second Model(cashier) Did some Rough pre-textureing on the surroundings as well as some objects. Even though i have checked my area lights visable option im still not getting the visable light source. and the security cam wasn’t supposed to glow. as you can tell i have several issue to work out but im satisfied with the cashiers Textures as well as the ceiling. and the body for the Customer. I plan on doing a more realistic Cloth for the dress.

Render time was 2h 50min
Hey everyone,
here is my first render post, any advice would be appreciated. I’m looking for ways to make the scene’s lighting more interesting. I’m having some trouble breaking away from that standard flat ambient lighting that you usually get in department stores.
Rendered With: Maya 2008 (mental ray, FG enabled)
Render Time: 00:56:00 (approximately)
This render was color corrected and composted with a depth of field pass, and an ambient occlusion pass using Eyeon Fusion 5.21.



I have rendered two images with different saturation and exposure, Can anyone tell me which one i should keep on working with. Iam finalizing the colour scheme now. I haven’t textured the models yet. :hmm:

