Nice work as usual everyone, and what a great challenge, I have wanted to light this scene ever since I first saw Dan’s go at it.
Here is my first attempt. Not quite sure what direction to head in from here, so any suggestions/crits are always appreciated. I tried a few different camera angles, but ended up liking the original so much that I just kept it for now. If I get some more time to spend on it I may try a few different lighting scenarios to see what I can come up with. I’ll try to put together a more detailed breakdown at some point this week, but for now here are some details:
Pretty basic setup actually, shadowmapped spotlights, with one area light for the main window light, and a few very low level point lights to brighten it up slightly. I broke it down into 4 main passes, diffuse, spec/reflection, volumetrics, and an occlusion pass. It was rendered and textured in XSI/Metal ray. I decided not to use any GI or FG because it wasn’t giving me quite the control I was looking for.
Again, great job everyone, I can’t wait to see some more of these over the next few weeks.