second attempt. more classical. great challenge.

Lighting Challenge #8: Haunted Hallway
Oh boy! so great renders!
I’m starting to feel a little shy to show mine.
Thanks jeremy for your comments, about the lightbulb what I want was to make it look broken like this
Here is a new render. Changed the shadow, added a little moon ilum in the windows and some glow on the upstairs light.

ACamacho - Great, deep colors. I almost feel as if you could treat us to more than 3 patches of that red, maybe do the whole archways in red? Just a thought.
pioupiou - Good start! Maybe you could add alittle more bounce light near the windows, so the brick wall around the windows got a little brighter?
Diabolos - Nice! Your other textures like the peeling paper are starting to work now, too!
Blackravensky - Welcome! That’s a really nice scene, the brick wall texture and wide-angle view give it a huge sense of scale.
buggsy - Don’t worry about the title. If you’re feeling lost creatively, it’s not cheating to find some reference images and try to make your ighting look similar to a photograph or scene from a movie, etc.
F0cus - Welcome! Nice scene! I like the little alien in the corner.
fulg0re - Hi! That’s a good start. I think you could use more of your dynamic range, and put a little more contrast into that. Also, think about the look of the windows themselves.
MooseDog - Nice! The shadows look very crisp, if you could make those a lot softer it would match the lamp more.
praveenud Welcome! That’s a really nice scene! If there were any feedback about improving it, I’d say a lot of the scene has about the same tone, and maybe something to break it up a bit with either materials or lighting or both might add some variety and interest.
brianbriggs - That’s nice, the camera flash look is working well in the foreground. Maybe some of the hard-edged shadows in the background could be softened, and you could extend the lighting to show more of the downstairs hall?
nverdon - Hey, that’s a really nice scene! The back wall looks fleshy and organic, and I like the reserved way the hanging lamp is set against white. You might extend the wood floor to fill the frame, and maybe texture the blue surfaces of the side arches a bit, and add a little rim to the railing under the window?
Meteoro - Better and better! It looks as if the stairwell is very bright down to a certain point, but then all that brightness just stops very abruptly and doesn’t illuminate other nearby surfaces as much as it would. In terms of the lightbulb, I hadn’t gotten that it was broken. Maybe you can make it softer and more dusty or frosted looking, and also rotate it so we see part of the inside and part of the outside?
-jeremy
its been a while since i contributed to the challenges. been busy with some projects…anyway, heres my share:

didnt work with the shaders…i got too excited lighting the scene…but i will. heres playing with colors

and then i thought of a sickly color

then an idea pops into my mind…flash lights or “night mode” on point-and-shoot cameras.
i decided to go with the flashlights since its its somehow easier than the other.hehe


Hi,
Here’s my first attempt. I’m using 5 point lights and 2 spot lights. Only the wall has a basic texture, some objects are just lambert shaded with a colour, and the arches use the default shader.

All crits welcome,
- Poly
I seem to have a bit of a green theme happening here. Adjusted the archway textures and added some more area lights.
http://www.gooddesign.com.au/Haunted_hallway_2.jpg
Buggsy
herbertagudera - Looking forwards to your images!
Polyphemus - Good start! It looks like you have a lightbulb that appears bright on the surface, but doesn’t illuminate what’s around it, maybe you could help it reflect and illuminate more?
buggsy - Good start! It looks a bit diffusely lit, maybe better if it could be a bit darker in the cracks and corners and maybe gradate more from the window down to the interior?
-jeremy
Wow! Some really good looking stuff so far. @nverdon I really like your image. Here is my first shot at this. I know the texturing is pretty sketchy but that is one of many areas where I have a serious lack of talent. Let me know what you think.

Great work from everyone. Here’s my latest attempt. Thanks for the comment Jeremy. I darkened that back corner. Got some more texturing done. I’m not really sure how to make it less ambient. Maybe someone can give me some suggestions?
sjmcc - Nice work! The bulb doesn’t really feel like it decays with distance like real light. I’d think if the walls were that bright, the reflector/shade would be brighter, the bulb itself brighter still?
To make a scene less ambient or less evenly lit, try to start with darkness and add just one light. Let’s say you start with light from the lightbulb. Set up that light, with no other light in the scene, so everything else is black. Then, after you’ve tested that, add another light, such as bounce light from the area lit by the bulb, or moonlight through the window, and test that. You should be able to get light where there’s a specific source motivating it, without flooding every surface uniformly (not that your scene is 100% uniform now of course, I’m not trying to insult the work you’ve done so far, just to suggest approaches to keeping all of your lights under control.)
If you go through your lights and hide all but 1 of them, and render them in isolation, you should be able to find which really look motivated vs. which don’t seem to come from anywhere, or which don’t give a good sense of directionality, or which need shadows or occlusion. Another vital check is to look through at each corner visible in the shot, and see if the two surfaces really look connected and consistently lit where the come together.
-jeremy
Thanks alot for the advice Jeremy.
I just came across a problem with the light linking in this scene. I imported the obj file into Maya 7, and light linking just isn’t working. Anyone have any idea why this is?
Did a little more tweaking on the lighting, taking your advice. Not sure if I really like the result that I have come up with so far, but here it is.

My texturing is not right, but I wanted to get some color in there so I could try to work on the actual lighting.
@ Moosedog, your last update is my favorite. I really like the volumetrics, the darkened area under the stairwell and the wet floor. I would turn tail and run out of that place for sure.
This is the Final version I made after a bit of work in comp…I mean After effects with Default lighted pass & other passes like Occlusion,Luminance Depth,Specular & shadows. Comments & suggestions most welcome:)

Nice job, praveenud!
slatr - Good start. The composition with the part of the light at the top is distracting. Does the rim lighting on the window look out of place to you, just because there isn’t light coming through the window or brightness visible outside?
sjmcc - That’s looking good. Maybe a taller composition? A glow on the lightbulb?
I just imported the .obj into Maya 7 and light linking worked fine.
On another issue, don’t forget to turn on “visible in reflections” for the imported surfaces. You can do this for all of them in the Attribute Spreadsheet.
-jeremy
Hey all… great challenge
textures need some work… im kinda happy with lightning for now … is kinda dark ?

Leotril - That’s nice. Dark is good (as long as you have selected detail well enough exposed to be defined clearly, nobody minds some dark regions.) The colors of light don’t make complete sense to me: it looks as if white light is coming through the window. That white light looks white on the columns in the hallway, looks red on the floor, and doesn’t hit the walls in between at all? (Or am I just easily confused? :rolleyes: )
-jeremy
After a few days with no images from me, I did another render.
This time I put the “hauntedness” into a separate pass, so I could dial up or down the amount of hauntedness in the comp. I made 0% haunted and 50% haunted comps of the scene, and you can click the links to see those, but I’ll just post the 100% haunted one because I like its simplicity:
-jeremy
jeremy- the haunt pass is awesome…could you post how you did that particular pass?
some features of the pass looks like the luminance depth pass preset of maya…hehe
just an observation…cause i’m already thinking what you could have possibly done to get that result.hehe
praveenud- awesome image…i like it


