I thought it would be great to see a screenshot how you placed your lights.
Lighting Challenge #9: Neon and Chrome
@herbertagudera: When you have a few minutes would you care to explain in a little more detail how you obtained those passes you are using. It looks like an interesting idea and I don’t seem to quite catch what you are doing. Thanks.
heres mine… hope you like it. lit and rendered with cinema 4d
i tried to achieve a semi-realistic look - with pronounced reflectivity and cheap looking barrel distortion and chromatic abberation…

@eldonaldo - Great work! Love the wet street, that’s really spot-on! Next task is to get light from the neon to illuminate nearby surfaces…
@Jozvex - I love it! That’s a great start! If you’re going to use anamorphic flares like that, maybe the next version should be 2.35 wide-screen aspect, too?
@MasterZap - Thanks for that blog, I’ll be a regular reader! I’m just sitting here playing with mia_material for the first time…
@balou - Welcome!
-jeremy
SO, where is this in Maya 8.5? Is it in the mia_material, or a separate geometry shader I’m supposed to find somewhere?
-jeremy
Hmm, that would’ve made sense really… shame I didn’t think of that before making this:

Haha! Oh well. Some things I still need to do are:
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What was I thinking with those green…rectangular…pointlessnessess. I’m going to delete the screen-left one and replace the right side one with a ‘no littering’ sign/light seeing as though there’s a bin right there.
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Apparently my car paint has hives and/or the paint is boiling. Need to fix that.
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Give the big screen an image.
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Maybe some other touches like a person in the car and some wetness up the sides of the guttering.
This is a fun scene! Oh by the way, the flares are part of the Maxwell rendering too! It’s lens diffraction based on the shape/angle/size of the lens and iris, plus any dirt on the lens (no really, you supply a dirt/hairs/scratches map for the lens).

EDIT: That render took an hour and 40 minutes. For the final one I’ll probably leave it overnight.
Looks good, Jozvex!
If you could get some reflections onto the front of the truck and his windshield it would help, maybe the truck glass doesn’t even need to be transparent.
It looks like the sidewalk and building exterior got brighter, which is fine, but they are very uniform in color, with the sidewalk the same gray all the way across the frame and some other surfaces looking more blue lit all the way across. The brick especially needs some lighting help, because when you see all of it lit evenly the periodicity of the brick pattern repeats too much. Maybe some more warm tones near the sign, more blue or green at the edges?
It’s funny how the green surfaces look so much like green-screen elements that you almost don’t notice them. 
-jeremy
mia_roundcorners - a bump shader.
It’s a bumpmap effect, not geometry/displace/etc. It just “cheats” it, but it looks nifty.
/Z
Jozvex, your ground texture looks a bit pixelated.
MasterZap, so it’s kind of a shader for beveled edges? Very useful. 
Thankyou for pointing that out!! :eek: It’s shockingly bad! This is a big reminder for me to look at my work on lower res monitors, because at my working resolution it looks ok, when clearly it’s not! And thanks Jeremy I’ll see if I can improve those areas too.
(wow the cement is blocky too)

Awesome render! Neon lights are great and overall lighting feels very nice. Only suggestion for me is to have a stronger reflection of the headlights on the road. But you have a nice variety of colors and very realistic. ![]()
I would also say that the chrome on the wheels are a bit much, but just nitpicking. Keep it up!
@Acamacho… i like ur lightining the glows are nice are
are u using colorbleeding?
@eldonaldo … I like the look kinda sin city i get it its cool ![]()
@Jozvex… i like ur lens flares … keep going ![]()
Ok i started texturing some things as u can see …iim using a metal shader im been developing with maya i duplicated taht im use it in the wall building thing and in the truck practically all thas metal im using that … the shader has a fractal and cloud for the color it also has displament features im not using right u can find info in my eon wip thingy page 3 
I also add colorbleeding to this and no post work this time only composite the passes : oclussiion, shadow,irradiance, headlight pass and incadescene and the beauty with no shadows … I have to use render layers for the headlight pass i render taht in mental ray and composite back with the renderman passes…
Rendertime about 4 hours … overnight
1k resolution ok thats it for now hope to speen more time with this and i hope to upload more renders soon 

@Dodgeas3d It’s fantastic !. i would add a bit of dirt in the wall and I don’t know why but it seems a bit like a model of a machine probably it’s too clean…
great work with lights indeed
I couldn’t resist this challenge.
Here is my first render. Lighting needs more depth but I think I have a good base to work from.
Shark World closes before it opens? 
(Btw, on that note, I’m suprised nobody complained about the exorbant parking rates in “my” garage
)
/Z
Sorry, I was actually influenced by the wording on your sign (love your work by the way). I was even going to add show times of feeding humans & surfboards but thought it was probably in poor taste. Thats my own photography by the way!
Buggsy
Thanks jojo1975 ill have that in mind!
ACamacho > Thanks! I agree some reflection on the road would be nice…but trying not to make too wet for my taste
wheels emm too shinny 
Another test with some dof…

