Lighting Challenge #5: Under The Boardwalk


#81

BarberofCivil, purpp, T-bat

Great starts… congratulations!

Surrealix

Great Image… I love… Good luck!


#82


Here’s my try at the murkiness…

maya 6, software render, no post work. I projected a 2d fluid texture to make caustics. Not as pretty as a caustics generator but it does render quick. There were a few things I wanted to add, like ripples on the surface, but I don’t think I’ll get around to them.

MasterZap, I really like that second render with total internal reflection. I thought the edge of refraction should be more blurry but then I found this image with a pretty hard transition http://www.fotosearch.com/comp/DEX/DEX135/PH021_024.jpg. I think Jeremy’s right about the sky. Maybe you could add a white gradient in the sky to emphasize where the sun is and brighten it up.

royterr, I think you should stick with a pure reflective surface like your second image. At that camera angle, you’ll be seeing only the total internal reflection effect.


#83

That image is awsome Surrealix, good work!

Im definatly going to ret this one, my lighting skills is very very poor, and i just got Jeremy’s new book through the post on Monday. Thanks for these challenges Jeremy, awsome stuff and tips here. :thumbsup:

-Iest


#84

Iest,

I liked that book a lot. I already had the 1st edition and was reluctant to buy the new one because so many 2nd editions are basically the 1st with a different cover. This one has tons of new stuff.

Oh no, BarberofCivil beat me at the sun rays shining through the peer boards idea!!:smiley:

I have another question for you all: is there a way to obtain in Mental Ray the fog effect you can set in Maya through the Render Globals? I really would like to get that “mist in the distance” effect. I was hoping to get it in MR without having to set the usual cube full of volume shader trick.


#85

This is my start. I still have a lot what to work. I want to show more the " bumps " and the " caustics "… but I begin showing my idea.

This is my COCOON homage… lol:scream:

Congratulations the all the participants, the works are very good.


#86

I don’t mean to bring it up as a fault of anyones renders (which by the way are freaking awesome) just a tip in case … do not forget about Fresnel reflection / transmission.


#87

I wonder if this is an issue in the case of total internal reflection. I think fresnel only matters when there is both transmission (refraction) AND reflection. With TIR there is no transmission, all of the light is reflected and no polarization occurs. That’s how it looks on this graph anyway… http://230nsc1.phy-astr.gsu.edu/hbase/phyopt/freseq.html#c3

But yeah, it’s always good to keep fresnel in mind when rendering transparent things.


#88

Unfortunately, I didn’t have the time to work on this project during the week. But now I’m back with an update of my junkyard underwater rendering. I’m still having a fight with the particles but in the meantime I changed my light setup with the light coming now from the top (thanks Jeremy!) and another one from the back to highlight the silhouette of the junk. Now, I’m into adding some moss.


#89

@ Surrealix - Great! As surreal as your name implies! It would be great if the tire didn’t have the polys visible and more grass was copied into the foreground. Water surface is not realistic but still interesting and painterly, the bottom of the dock reminds me of a school of fish.

@ BarberofCivil - Those are great! I like how the water waves around the beams of the dock. For the one with light beams, it would be great if there were more of a sense that it was brighter above the water than below.

@ purpp - Really good one! Looks like a nice illustration! I wish there were a little more difference between above-water and underwater in terms of the lighting on things.

@ T-bat - Keep going!

@ pgraham - Nice! The grass has so much texture and highlights and other things could use more shading, maybe those two could be balanced somewhere between?

@ lotaH - Good start. Objects have a flat look almost like a toon shader?

@ Coriolat - Moss is interesting! Looking forwards to seeing it with particles.

-jeremy


#90

Coriolat, that is really beautiful! The moss is great. Is that fur effect?


#91

Ok, here is a wip, still much to do, especially in post. The only texture so far is on the water.


#92

Silvia, I really like that lighting you have in the back coming down through the water

I am not satisfied with my water right now, but this is what I have for now

2 directions I am deciding on…

  1. More Tropical

http://i4.tinypic.com/15i17c4.jpg

  1. Pondlike

http://i3.tinypic.com/15i18g7.jpg


#93

It is not my gol. But I wanted to have an initial idea. It is a scratch only… :twisted:

I will look for the reality, just with a mystery touch. I Like of images that tell histories.

Thank you for commenting. :thumbsup:


#94

Hi silvia, for the moss I used paint effects (grass) and converted it to polygons. (The paint effects didn’t render correctly in the environment fog).

-Coriolat


#95

slatr -

The pond one is a good start. I was going to say the water wouldn’t be that blue, but I realize that blue is probably the sky just because you don’t have reflections in the scene yet, so nevermind. :slight_smile:

-jeremy


#96

wow these are really beautiful! do you guys texture before you light? cause that’s what I’m doing and I’ve been taking my sweet time. I should really pick up my pace here!!!


#97

Few questions…

  1. What are you using as IOR for that ocean surface? 1,33 or 0,752?(0,752)
  2. What about fresnel reflections? Should I use them?(yes)

What I think is in brackets, but I’m not sure…


#98

DenizCoker,
I used to texture before lighting, then I went to a seminar organized by Alias and there was a guy who worked on “The Polar Express” that showed how he lights before texturing, so I tried it and haven’t gone back since. For this image I broke this habit only for what concerns the water but only because it is so integral to the lighting of the scene.

T-bat,
I used IOR of 1.33.


#99

Hello,

This light challenge is not easy.
When I have try to do the subaquatic atmosphere, I have understand…
This is my work, no caustic; no GI, but a lot of lights.
To render perfectly, I suppose that it is necessary to work 3 days…
and I don’t speak about textures.
The rendering is quick : 8 minutes (the challenge bottles : 4 hours) :wink:
I’ve added a little blur in postprod.


#100

This is my first time posting on the Lighting Challenges forum.
There is alot of great work that I’ve seen so far, very eclectic.
I used XSI and spit out only one render pass. I pulled textures from a royalty free site I use.
I would appreciate feedback on my work.
You can view more of my work on www.marcstanyk.com
Thanks, it was really alot of fun lighting this scene. Can’t wait for the next one!
marc