'The Store Room' - Collaborative Lighting Project
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David Houston
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Cheers guys, the rain was created using the spray particle flow. Vray direct volumetric light light above (Stephen helped me on the volumetric light) and a vray plane light just abouve the grate.
Ryan Watson
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How was the water dripping achieved? Looking good!
Stephen Thomas
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But NO anchovies duuuude :cool:
James Insley
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Looks really good... now you just need some mutagen and turtles... ;)
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David Houston
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Hi guys,
My first effort, attached. Initially a pirate storeroom theme but has now ended up more of a city tunnel effort.
[ATTACH=CONFIG]40907[/ATTACH]
Done in Vray, GI, Volumetric Light with a little post.
Jay Foster
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Here is my version. Rendered with FryRender. Stone textures are from Arroway.
[ATTACH=CONFIG]40904[/ATTACH]
Stephen Thomas
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Better late than never :) Here's my first stab at a lighting setup. Going for a more moonlit feel, keeping it old-school with a target spot and omni, both set to shadow map. Volume light effect on the spot and vray plane at skylight set to simple skylight portal.
Decided to go with a brute force/light cache combination, as irradiance map looked way too smooth for a night shot like this. I prefer the graininess. Not started looking at textures yet.
James Insley
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I feel like I am posting too much too, but oh well... here's another one I did last night, I haven't been posting times because my machine is brutally slow, but using Matt's previous post as a guide I have re-visited my MR settings that I typically use and am getting some better times...
[ATTACH=CONFIG]40895[/ATTACH]
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Derek Forreal
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well, i'm late for work and yet i'm still at home posting renders :confused:
this is it for now but i'd like to make some other changes before i post my finals (more damage and debris and dirtier water, variation in materials etc).
the lamp only render clears much faster as there's plenty of direct light but the cloudy skylight is taking a long time to clear (indirect + SSS fog).
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Dean Punchard
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Well here's my first attempt. I have ditched the exact positon of the sun, mainly because I used a plane light so was difficult to use it in that position.
Im also finding it challenging to add contrast to the room, I want to darken the right wall slightly, as well as add some contrast / highlights from the tunnel area.
Think it's getting there lighting wise, just need to think about textures now!
Edit - Sorry, just to add, it was rendered in vray 1.5, and there is no post processing yet.
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Derek Forreal
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another update:
i've now finished most of the models and UVs (although that lamp is floating...). played with various light combinations (sun, moon, cloudy, lamp and light in corridor) and settled on the attached. still lots of roughing up and dirt to be done.
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Derek Forreal
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really getting into this too :)
your scene is looking good. i like the dirt on the barrels - don't think it's too much at all.
for my own scene, i decided to go with the fog but have made some major adjustments to scale and look. i've looked into different light setups also. i've removed the sun as it doesn't go with the rest of the scene and have replaced it with a 'cloudy' skylight. did some tests with the lamp also (combined them both in the 3rd image).
i'm pretty happy with the fog and lights, so am moving on to texturing, materials and models now. i have remodelled most of the scene but need to UV everything. once this is done i'll hopefully create damage and age and add some debris. such a simple scene but so much to work on!
some WIPs (no post other than in Thea)
[ATTACH=CONFIG]40847[/ATTACH][ATTACH=CONFIG]40846[/ATTACH][ATTACH=CONFIG]40845[/ATTACH]
Travis Schmiesing
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Maybe I should stop posting so much. I guess I am enjoying this because I don't typically so personal projects, and I have never rendered anything but plush polished buildings and the like. Never an older space, and especially not a dungeon like older space.
Current process time for GI + Render = 3'07".
Travis Schmiesing
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Light Study 03
Similar rig and lighting to previous version. In this one I tightened up the area shadows on the direct light, and added tree branches in an attempt to get some interesting shadow play on the ground. I also added some texture to the barrels, though the texture is a bit heavy handed on the dirt, so I may refine it some more.
Current processing for GI and Rendering is 4:40. Of course there is still noise, but typically I am less bothered by noise than some. I will clean it up as I start to wrap up these studies.
This image was rendered at 800x800 instead of 1024x1024.
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Derek Forreal
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the top part (the 'straight' volumetrics) is actually overdone glare. i think it's misleading as it looks like there are 2 different volumetric effects combined and this isn't what i'm trying to achieve.
this is exactly the look i'm after, but i agree that it still needs a lot of adjustment and to start with i'll be getting rid of the glare (for now at least).
James Insley
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Looking nice and smooth Travis...
here's another one I did today...
with curves and ao in post:
[ATTACH]40801[/ATTACH]
and straight out of max:
[ATTACH]40800[/ATTACH]
Travis Schmiesing
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Second lighting study based on some of the concepts already posted in the thread. Still same base rig, though with light color adjustments, intensity of light adjustments, and area shadow adjustments. I am also remodeling a few of the elements in hopes that I will eventually be able to bring out more detail through the lighting.
EDIT:
Re-rendered because the GI was to low. It still isn't perfect, but better. Current GI + render time is 7 minutes 20 seconds.
Travis Schmiesing
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I'm going to have to break back out a few of my mr projects and do some testing.
Kevin Manus
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and here is the same image with some post work done in PS...
Kevin Manus
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Here is my first draft. Only post work done was converting it to .jpg for upload. 3DS Max and Mental Ray. I used a daylight system and 1 sky portal.