Hi everyone, this is my first post and I’m hoping for a little constructive criticism/ suggestions/ advice rather than help with a specific problem!
I’m an archaeologist and specialise in digital reconstruction, I work mostly in 3ds max with Vray (though only recently made the leap from Mental Ray so I’m still learning!). At the moment I’m working on reconstructing a house from the prehistoric settlement of Skara Brae in Orkney and I’m trying to work out the best way to go about lighting the scene. I suppose it’s tricky because my situation is a little different from a conventional CG artist because of the archaeological research element. I’m limited by the evidence we have for the site so I can’t use the same degree of ‘artistic licence’ as most people working with 3ds max can as I have set lighting sources.
For example the central hearths in the houses at Skara Brae would have been burning animal dung (lovely, I know), dried seaweed and some twigs as wood was a scarce resource in Orkney in prehistory. So as much as a roaring fire would help to light the scene better, I have to stick with a low light smouldering fire for historical accuracy. To try and push the boundaries of my artistic licence I’ve modelled an opening in the roof (my archaeological reasoning is to allow smoke to escape from the house – my artistic licence reasoning is to mix in a little natural light to brighten things up a bit!).
The lighting for the scene is as follows: I’m using HDRI lighting for the natural light with a Vray dome light outside the house and a Vray sky portal plane over the hole in the roof. Inside I have two Vray spherical lights with a bit of a warm colour in the fireplace, these will also be animated with a bit of noise to get a fire flicker, and I have a slightly glowing material on the fire embers. I had a Vray sun in the scene also but the light it was casting onto the wall was a bit bright and distracting for the atmosphere and tension I was trying to create and it wasn’t adding much ambient light to the scene so I’ve turned it off. I’ve looked at a lot of campfire photos for reference and I know a firelight effect seems to give an orange glow with cold blue shadows where the firelight doesn’t reach. The render I’ve attached is quite speckled with artefacts in the light, like around the stone axe and the fireplace, though I expect tweaking the render settings will sort this.
I’m using a Vray physical camera and have played about with the settings to lighten things up a bit, but I don’t want to over-expose it. I’m planning on adding a bit of fog to give the scene a smoky effect and maybe experiment with volumetric light at least for the stills from this project, though for render times when I animate it I’ll have to watch that it doesn’t take hours a frame!
What I’m hoping you guys can help me out with is a little advice on what I could tweak in the scene to improve it. Mostly in terms of lighting but also in general – I know the seated character isn’t the best; I’m working on my character modelling! Once I get the lighting right I’ll add in more details, some more dirt and scattered twigs on the floor, maybe some additional harvested plants and artefacts lying around etc. I think adding more mess and detail will add to the realism of the scene?
Anyway, any constructive criticism and advice to up the realism and atmosphere in terms of both lighting and scene content would be greatly appreciated!
What would you guys do?
Alice
I’m an archaeologist and specialise in digital reconstruction, I work mostly in 3ds max with Vray (though only recently made the leap from Mental Ray so I’m still learning!). At the moment I’m working on reconstructing a house from the prehistoric settlement of Skara Brae in Orkney and I’m trying to work out the best way to go about lighting the scene. I suppose it’s tricky because my situation is a little different from a conventional CG artist because of the archaeological research element. I’m limited by the evidence we have for the site so I can’t use the same degree of ‘artistic licence’ as most people working with 3ds max can as I have set lighting sources.
For example the central hearths in the houses at Skara Brae would have been burning animal dung (lovely, I know), dried seaweed and some twigs as wood was a scarce resource in Orkney in prehistory. So as much as a roaring fire would help to light the scene better, I have to stick with a low light smouldering fire for historical accuracy. To try and push the boundaries of my artistic licence I’ve modelled an opening in the roof (my archaeological reasoning is to allow smoke to escape from the house – my artistic licence reasoning is to mix in a little natural light to brighten things up a bit!).
The lighting for the scene is as follows: I’m using HDRI lighting for the natural light with a Vray dome light outside the house and a Vray sky portal plane over the hole in the roof. Inside I have two Vray spherical lights with a bit of a warm colour in the fireplace, these will also be animated with a bit of noise to get a fire flicker, and I have a slightly glowing material on the fire embers. I had a Vray sun in the scene also but the light it was casting onto the wall was a bit bright and distracting for the atmosphere and tension I was trying to create and it wasn’t adding much ambient light to the scene so I’ve turned it off. I’ve looked at a lot of campfire photos for reference and I know a firelight effect seems to give an orange glow with cold blue shadows where the firelight doesn’t reach. The render I’ve attached is quite speckled with artefacts in the light, like around the stone axe and the fireplace, though I expect tweaking the render settings will sort this.
I’m using a Vray physical camera and have played about with the settings to lighten things up a bit, but I don’t want to over-expose it. I’m planning on adding a bit of fog to give the scene a smoky effect and maybe experiment with volumetric light at least for the stills from this project, though for render times when I animate it I’ll have to watch that it doesn’t take hours a frame!
What I’m hoping you guys can help me out with is a little advice on what I could tweak in the scene to improve it. Mostly in terms of lighting but also in general – I know the seated character isn’t the best; I’m working on my character modelling! Once I get the lighting right I’ll add in more details, some more dirt and scattered twigs on the floor, maybe some additional harvested plants and artefacts lying around etc. I think adding more mess and detail will add to the realism of the scene?
Anyway, any constructive criticism and advice to up the realism and atmosphere in terms of both lighting and scene content would be greatly appreciated!
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What would you guys do?
Alice
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