Thanks for the critic. Here’s some changes i ve made. also reduced DOF and overall bloom.
Here’s the old version.

and this is the new one.
Lighting Challenge #24: (WIP) The Cabin
Thank you very much for your comment 
Well I agree with you about the contrast in my scene… it looks too bright but when you adjust the contrast it looks so much better.
And the tree and the lens flare are things that I noticed after rendering the whole image… the thing is that my computer is not good at all and therefore it takes like 1 whole day for me to render an image. So I left them there but I forgot to mention it in my last post. I will fix them in my next update 
And about your image. I just have to say that I love it
I like the idea of a house in the woods. Just a couple of things to point out. First, the reflection of the rock on the water seems a bit too bright and blue while the others reflection look darker.
And second, I think the sky looks a little bit dark, as if it was lacking brightness, especially the yellow colour.
Other than that it is looking great. Waiting to see your next update ![]()
Thanks for your comments also
I tried using one of the infinite terrains but my computer just couldn’t handle it…
I will try playing with the atmosphere editor and adding something else to my scene so that it looks better.
Your image is looking awesome. Keep going with the good work :arteest:
I will be posting a new update in the next few days.
Good luck everyone
tuffmutt1 -
A lot of parts are better. The key side of the tree contains some of the darkest leaves (probably your leaf material just needs to be translucent to fix this), but make sure you get some shaping on the tree, so there’s a bright side (on the left towards the sun) and a dark side on the lower right.
The house could use more shaping and darkness in the shadow areas, both the shadowed half of the porch and the right side of the house. Maybe you need occlusion there, or at least you need to aim the bounce lights more selectively so they don’t hit the whole surface uniformly. You’ve got some nice dark tones in the birds, and in the darks of the shrub to the right of the house, the other shadow tones should match that kind of black level in their darkest spots. Look at a picture where a porch falls into shadow, and the fact that the sunlight doesn’t hit a wall doesn’t mean the wall has to be flatly lit:
http://www.flickr.com/photos/38521378@N00/1121614616/sizes/l/
-jeremy

This is my first output pls give your c&c to improve the output
I used maya software for lighting and texture and composted in photoshop
InfernalDarkness -
That vegetation is really nice!
There’s something wrong with the water. Where a rock cuts through the water, the reflection of the rock looks bright blue. Reduce that rock reflection, but boost the reflections and highlights from the sky, and it’ll look more like water.
In terms of contrast, focus on the difference between the front wall of the cabin and the side wall, and make sure you can see that they are facing different directions, with the front facing towards a brighter part of the sky. Also look at smaller objects, like the bins hanging on the wall, and make sure they cast shadows or occlusion that makes them look solidly connected, and shows what direction the light is coming from. Contrast in the windmill might require more specular highlights or reflection, as well as shading variation that shows which direction the light is coming from.
-jeremy
@ infernaldarkness—> i really like your composition and the shape of the trees but your kind of lighting is so dangerous…i mean that to have the sun covered by trees mean alot of influence of diffuse lighting, and without shadows the risk is flatness, i would suggest u to make a shot more close to the house(u also get rid of few trees, saving render time) so u can create a more visible contrast between the light from the house and the trees and, doing so if u turn to dark trees u have anyway a light from the house that give some character to the image
Hope that my english can explain what i think:-)
@tuffmutt—> nice image, is almost perfect i think, i suggest u to desaturate the mountains on the background to simulate just a bit of atmosferical fog, and just a bit of dust on the mill.GJ!
@tuovni—>Your sun looks positioned in the right side of the horizont, so i suggest u to illuminate a bit mountains from right and also the top of the tree.
@djprasun—>nice caraibian mood, the only suggestion is to give that pink-orange color in post so u can balance it with original colors.
@genaf1—> i love that “Borderland” (the game ;-D) style.
Thanks a lot for your input Jeremy and Hindukush! Great points from both of you, and I’ll implement those ideas tonight and see how far it goes. Very good ideas and I appreciate your time.
Last night’s render, different angle:

@infernal darkness—> is exactly the camera position i was thinking!! now is more focused on the house.
As promised, this is the higher resolution output. Comped in fusion.

I got some time to kill so I thought of giving it a photo frame! LOL!

Hi guys,
here are my two attempts. 'still not sure wether to go for the DoF image or the long shutter image.
I know i have to work on the mats a lot. But i’m quite new to 3ds max (and VRay for that matter) and its not as self explaining as i hoped. So don’t hesitate with c&c and maybe one or two tips 
And how do i get this proper gas-like looking lamp? (like Voiggs)


Voigg: Nice update. The lighting in the foreground is a little confusing when looking at the vertical beams. The one nearest the camera is dark above the horizontal beam but then bright below it, where I’d expect it to be dark. Moving on to the next vertical beam in the foreground, even though the light is coming from the open door, it looks like the lamp is illuminating it through the front beam. Perhaps changing the color and/or saturation of either the indoor lights or the lamp would solve the confusion.
djprasun: Great atmosphere. During sunsets, specular highlights are much more noticeable largely because of the angle of the sun. Here’s an example: http://www.flickr.com/photos/23641763@N08/4188684307/ I’d love to see some highlights on the left facing side of the cabin to really make it pop from the side opposite the sun.
InfernalDarkness: Awesome vegetation! I’m not to sure where the illumination is originating from on the front of the house. Is the lamp lit? Or is that bounce light from the window light? If it’s light bouncing off another surface it should be brighter near the surface it’s receiving the light from, in this case I’d guess the floor and ceiling of the porch. The windmill could use a little more definition, it’s getting lost against the cabin. Perhaps some reflection of the sky would help.
vamsiprakash: Nice start. The grass is getting a little too over-bright and is a little under-saturated. Grass, and plants in general, tends to be a fairly saturated color whether dead or alive. You’ve achieved some nice rim light on some of your objects but overall the fill light is very bright compared to the position of the sun. Hopefully this reference will help out: http://www.flickr.com/photos/angie_real/2472890123/
Here’s a revamped one…changed the lights for soft shadows, changed the grass color variations. added heavier occlusion pass for the house. brought back mountains closer to grass color.glare added to the windmill. some post in photoshop. full version.

I really like your scene! The lighting itself is coming along wonderfully, much more contrast and depiction than mine. Hope you don’t mind but while our scenes are very different, I’ll try to bring my contrast closer to yours.
That said, and I know it’s still a WIP, but I think your leaf and grass shaders could use a lot more work to interact with your gorgeous lighting. You’re in Max, so I’m not sure how far you can push the Max/mia_x shader from your end, but translucency as well as texturing would really help. But it’s your scene, and realism isn’t necessarily the goal here, but artistic and powerful lighting of course!
But note the top-left-most leaf of your tree, for example. Why is it black? A bit of quick shading work can fix such issues. Also, if you’re not using the mia_material_x (arch material in Max, I believe), you could benefit from it greatly.
You can learn more about realistic leaf shaders here (Maya thread, but the best one online period for mental ray/plants) and here (based heavily on the first thread). Disregard the non-shader Maya-specific aspects and you should be fine, so long as Max’s MR implementation lets you use the mia translucency slots and a multiply operation.
The same technique would vastly improve your grass’s light interaction as well, and help nullify the “CG look”.
Also, I think for the sake of lighting, the vignette should be omitted until you’re 100% satisfied with the rest. If you already are, then continue being so, of course!
Just started playing with LuxRender recently and accidentally found this pleasant result when taking the obj file into Lux (from cinema).
djprasun -
Nice image!
I think the palm tree could be more of a silhouette. If the leaves have some shading and highlights that’s OK too, but it shouldn’t look transparent on the outer leaves.
The rocks on the shore have highlights on the right (where they could be shadowed by the house), but not as bright highlights on the left (closer to the sun.) Try moving the highlights onto the rocks out on the left, and they’ll look more natural.
I think the parts of the front wall of the house that receive direct sun could be much brighter. Right now the sun-lit front looks about as bright as the side, which is in shadow, so you could boost the sunlight on the front a good deal. The same is true for the front of the chimney.
No need for a frame.
-jeremy
I changed some uv-maps and did a little more texturing as well as AO and some color correction.
Any comments/critics would be nice =) still a novice with 3ds max (and vray for that matter)




