Friday, 6 May 2011
Today's lighting experiments!
Focus is on the door to right. Dark corridor. I brightened up the floor closest with a area light so light under windows further up would be darker in contrast to the strong light hitting the wall. This is all happening in the section further up.
This is the same corridor but further up. Heavy sun light coming from windows.
The test room from my last post but colour of area lights changed to a light blue, colour usually used with daylight. Also lightened gobo.
Ambient light and a spot light in this scene. Used barn doors to create window shape and raytrace shadows. I plan to also use light fog to create that effect of morning light pouring in. Light fog didnt reach far enough but will find a solution.
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Hi Mark, these are looking good, and great to see you are getting going with light tests!
ReplyDeleteCouple of things I wanted to mention, which you may have considered already, but I think could help you out...
Depth of field - in your first image, it looks like this has been added. Did you add it using the Maya camera settings, or by using a separate depth pass and adding it during the comp? I would recommend using a separate pass, it is amazingly faster (for example, I had a scene setup, Maya camera DOF took around 5mins to render, whereas the two passes took less than 1min).
Keyframed lighting - it is worth doing playblasts or low resolution renders to test animated lights. Something that works staticly, may look entirely different when moving. Also consider animating intensity, colours, etc. not just light direction.
Also, be careful you don't blow out your lighting/highlights. You'll lose the detail of your textures/models, something you really dont want - why hide all the work you've done! Remember you can always push the lights in the comp if necessary. It's better to keep the detail and not need it, rather than lose the detail and need it!
And it is worth playing with glass shaders for your windows nice and early. These can be tricky, and if you are considering light coming through them (or perhaps caustics), its better to see what you can and can't do early on.
Anyway, these are just a few things i wanted to add - as I say, you might have considered them already.
If you have any questions, or I havent made any sense, drop me an email!
Thanx for all the feedback, ill definitly be emailing you for advise when i try these things out.
ReplyDeleteMaya depth of field was just for sake of cinematic...i plan to use mental ray render passes coming into the new semester. Ill start animating light soon to check that out, im rendering the animation of the gobo right now, see how that turns out.
One thing im looking for a solution for is getting the fog light to reach further in a spotlight. Im getting very little length from it.
Dont know a great deal about fog light, as I havent used it... but it might be worth setting your lights to quadratic decay, and pumping up the intensity (it'll probably need quite a lot). That may affect the fog (because your lights will react more like real world lights).
ReplyDeleteThanks for the advise...will give it a go ;)
ReplyDelete