Lighting Challenge #8: Haunted Hallway


#121

@ChrRambow, I like Both concepts, especially the 1st one, having that chair and that rope with no dead body in the scene tells some kind of story especially when coupled with that cheerful morning lighting of yours… great work love it :slight_smile:

  I guess you are going to surprise us with some other creative addition to the second concept, or at least I hope so (not that I'm against capturing the mood of the environment by itself with no subject in the scene- after all I used to be an architect :) )
  
  I've got some question for you, I've noticed that you are rendering the lighting into a separate pass, how can I set up that pass, and how shall I comp it when it's rendered?? (Multiply it by an ambient pass??)
  
  NB: I'm using Maya and Mental Ray
  
  and here's a color corrected version of my render (just for the sake of making it stand out a bit) 
  
 
 [img]http://i113.photobucket.com/albums/n214/Minaragaie/Challenge_8_HauntedHallway/05_Variable_Spread_AO_Sephia.jpg[/img]
 
 
[u][b]  @azazel[/b][/u], so someone did read that post??... Wheeeeee :) for a moment there I thought that post was invisible because of that dull gray tones in the image... just kiddin'
  It's an interesting technique... but not quite practical I think, It save render time but adds alot of time to set it up and comp it again... not to mention the tremendous increase in storage space if you where to render an animation, I'm even too ashamed to say how much passes it took me to make this image.
  
  About your image... I think it's shaping out very nice, but the neon sign outside the window should be casting some red light onto the stairs, and the reflections on the ground below the stairs I think are a bit bright than what they are reflecting (I'm not quite sure what's reflecting there)
  [b]

@jeremybirn[/b], love the colors after they were toned down (witch is quite difficult for me to admit cause green isn’t my color), I think the only problem with it that texture stretching on the arch, Are you going to call this one final?? and BTW I love the idea of the light being motivated by sources that are not visible within the shot, I always get caught up in motivating every light source on my scene (even fill lights are motivated by surfaces bouncing them)

Edit:
I’ve got a question for you Jeremy… In production witch should I do first Shading or lighting? cause when I do shading first I always end up going back and readjust the shaders later when I’m done lighting (and vice versa if I do the lighting first)
according to the flow chart in your book shading is done first? But does that mean that lighting artists end up readjusting shaders? And how did the shading artists test their shaders in the first place without proper lighting?

  -Mina

#122

You’re right, I should work on the textures, with some parts not textured at all and some not textured very well. I’m still making changes to my scene and not calling anything final though:

In productions shading is done first. Usually the “white lights” rig that shaders are test-rendered under is supposed to represent something typical of lighting in the production, such as if overly bright rim lights are common they should be used in the white lights rig, but at times there are things happening in actual shots which bring out aspects of shaders that weren’t approved. For example, some shaders use a reflection contrast setting that makes reflections look good in bright environments, but could output negative numbers at night, and that kind of thing might need to be fixed if it were causing problems in multiple shots. Lighting TDs do adjust shader parameters to fit the needs of shots that are being lit, but there are also times when things are sent back for a shader fix.

-jeremy


#123

I could be an idiot or I could have a lack of knowledge on such a subject as this. Personally I will go with the second choice because then, well I am not an idiot. Anyways what is occlusion and the term “pass” and AO pass? I have heard of these things but I have no idea what they mean or how they are created. By the way I am using Maya 7 Unlimited if it makes any difference. Also on a side note I am jealous at pretty much anyone who has turned in there idea of this scene because I am still trying to get a darn wood texture that looks good. I have tried taking an image and throwing it into photoshop and going from there and I have tried using the wood texture in Maya. Neither work out well because my bump map is crap. So any hints on how to get some good texturing done would be very helpful. Good job everyone and hopefully soon I will get these textures figured out.

-Sciz


#124

I guess it would sound self-centered if I recommended that you read Chapter 11 “Rendering Passes and Compositing” in my book. At least be sure to read Maya 7’s documentation, there’s a section on Render Layers, including the preset for Occlusion. You don’t need any fancy compositing software to get started, either, a Photoshop layer set to “Multiply” for the blend mode will do fine for adding an occlusion pass to your fill light.

You can use just about any old wood texture for the wood in this challenge, I think some of those ought to do: http://www.art.net/~jeremy/photo/public_texture_frameset.html Having a color map double as a bump map is entirely optional.

-jeremy


#125

Ha ha alright well I suppose I am an idiot. I haven’t gotten around to finishing the book just yet. I have been really busy with school and finals week is this week so I am surprised I am able to even have time to get on these forums. Anyways I checked it out and I appreciate the link to the textures. My winter break starts a week from today. During it I will finish the book and send in my scene. Thanks for all the help/suggestions.

-Sciz


#126

@ Jeremy, wonderful image. it’s sharp and the color scheme make it “cold”
why dont’ you try also a brown-orange light-green scheme (more old and a bit more warmer like the first one you post)
About texture… wonderful highres images for textures can be found in


for max users I suggest to use procedural shader after adding a map otherwise unwrapping here with this scene is really a pain :frowning:
and just a question how much reflection did you use on the materials ?
BTW great works from all
:slight_smile:


#127

here is another link: http://mayang.com/textures/


#128
[left]Well, I was about to say give [b]Scizzer08[/b] the same advice, about reading that chapter... (Can't call it self-centered that way) ...and anyway it [b]is the reference[/b] I would go back to for such subject[/left]

#129

Sorry for the lack of updates. Another crunch time. Some really nice renders guys! This challenge is gonna be a big one. :slight_smile:

This is more of a texture update than a lighting one. Fire away!


#130

Hi everyone, I would like to participate in this challenge.Lots of good renders are in this challenge:thumbsup: .
This is a WIP, waiting for your C&C.

Thanks


#131

An another test
i will try to do a render with multi-pass
(i would like to make some comments for all pictures but my english doesn’t allow me to do it :shrug: )


#132

Another render…


#133

Here is an update, Fixed the lighting under the first arch, and adjusted the color of the light emitted from the ceiling lamp. Hopefully this is closer to reality.


#134

Here’s my attempt. I am finding the title and the scene a little hard to get my head around.

Let me know what you think.

Buggsy


#135

Hi everyone, I would like to participate in this challenge.Lots of good renders are in this challenge:thumbsup: .
This is a WIP, waiting for your C&C.

I forgot to attach the image :banghead:

Thanks


#136

@buggsy light and green ambient is well don but I will change the texture of the two columns and also give us a sharper render :slight_smile:


#137

Hi everyone , this challenge is great, there are so many great renders. Here is my wip, done in blender.


#138

thx jeremy! you’re absolutely right, the occlusion driven grunge thing was totally overdone and distracting. have tried to back waayy down on that.

as you rightly noticed, the lighting was also pretty flat, so i got rid of a couple of fill lights, and tweaked the intensities and falloffs of the remaining key lights: the overhead and the moon.

cc and other post stuff based on a z-buffer.

crits welcome!:


#139

I was really fascinated do this challenge…I love the theme and truly enjoyed working on it. I would like to hear suggestions and comments on this…thanks Jeremy Birn.


#140

Hello, I wanted to create something in a creepy silent hill/blair witch style using a kind of lighting from the position of the camera.

A tutorial can be found here:

http://67.15.36.49/team/Tutorials/flash_effect/flash_01.asp

I tweaked the levels and applied some noise in photoshop.

If I had the time I would have like to put a japanese woman with long black hair creeping up from the bottom of the stairs. :scream:

Really liking Blackravensky’s work at the moment :thumbsup: