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Updated: Old Castle Lighting tests

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  • Updated: Old Castle Lighting tests

    Hey all
    I've spent some time on updating my renderings of ancient castle Kilchurn from different times of day. I dropped the mid-day render since it's basically pointless being the worst time of day to capture an image. Just wanted to get some C&C on the changes and try to get some help with AA. I've animated small portions of the scene including a camera move (look up and shift FOV) at the beginning but I just can't find the proper AA filter for the water and some of the bump in the background hill. I would like to keep the detail in the castle but also stop the scintillation that is created in the camera move. I would post the animation but the effect isn't really visible unless it's uncompressed. Anyone have a suggestion of what works best with a scene like this?







    Thanks in advance,
    --Jon

  • #2
    great work Jon

    my favourite is the middle one....sunset I believe......but they all look great!!

    I like the background mountain/hills range......it reminds me of some of the backgrounds in Renasaince paintings....look at some of Leonardo Da Vinci's paintings.......or others like him....it has that nice mix of realism and painting/artistic touch to it.

    great work


    paul.

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    • #3
      is it an environment study for.....

      hey J bug

      is it an environment study for SHREK III??



      fantastic

      wonderful lighting modeling compositing and material study

      did u use sunlight or a standard direct light for the sun?

      reply only if u have time or u want

      bye

      congratulations
      Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

      https://www.facebook.com/essetreddi..../photos_albums

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      • #4
        Nice work Jon

        Middle one is my fave too. There is a greater sense of size to the castle than before. Background is really well done. Like the grass and the water is ace.

        -Matt

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        • #5
          agree with the others, the sunset one is awesome, great atmosphere!

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          • #6
            yeah i agree with cocolas, the background is sooo renaissance-ish

            loved them all
            great composition

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            • #7
              a: how do you do your landscapes?
              b: how do you do your trees?
              c: how do you setup your lighting?
              d: how do you cook spam?
              e: how do i stop asking dumb questions
              f: how.....

              ---------------------------------------------------
              MSN addresses are not for newbies or warez users to contact the pros and bug them with
              stupid questions the forum can answer.

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              • #8
                yeah, it would be cool if you could share a little about the techniques for trees/landscape......

                as for the AA issues:
                I've been having similar issues as well...here's a tread where some possible solutions were discussed...

                http://www.chaoticdimension.com/foru...pic.php?t=6086

                hope it helps...

                paul.

                Comment


                • #9
                  Wow Thanks for all the positive words

                  To all,
                  I think there's just something about sunset. I was going for a kinda platinum look and I think it's my fav as well. I wasn't ecstatic about lighting of the foreground grass in this one but I think it works. I guess it's kinda shaded by a hill but I might add some lighting in that area.

                  cocolas: Thanks, I see what you're saying with your reference to renaissance paintings. These will fit right in with a few of my paintings I'm editing into my demo reel. I'll try to get into the techniques I've used to achieve this look. I saw that thread about AA pop back up at the end of yesterday and I'll have to read though it. Thanks much

                  Da_Elf: I'm going to try and answer a-c :P

                  pengo: I WISH it was for SHEK III I can only dream now

                  I have to take care of a few things right now but I'm going to think of how I can explain all the little tricks I've used in this scene and write something up before the end of the day. I may have made some of it more complicated (messy ) than necessary but maybe we can figure out how to simplify along the way.

                  Thanks again, I'll write back soon.
                  --Jon

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                  • #10
                    First I’d like to say thanks again for the compliments since this work is all personal projects and my professional work comes nowhere close to this level due to the nature of it’s implementation as training courseware. I actually have freedom on these pieces and can learn and take them to the next level but I don’t think that they really compare with much of the commercial entertainment renderings out there. Ehh, maybe it’ll pay off one day.

                    I guess I should start with the lighting since on the surface it’s not that complicated. In each lighting condition I’m using two lights. I’ll only explain the sunset here to keep it simple

                    The sun is a Target Direct light using VRay shadows without the Area shadow option selected. It consists of a deep orange hue and I’ve set the multiplier @ 2. I’ve found higher multipliers work best with FogAtmospheric and lend themselves to more realism for natural light in general. These higher settings can then be tweaked with VRay’s Color mapping if necessary. This would be much higher for average daylight. The reason I mention this is because I’m used to using lower multipliers with the standard scanline and I’ve started cranking them up since VRay came into my life. It almost reminds me of taking a photo where there is just an enormous amount of light from the sun but you have to choke it off with the iris.

                    I’ve also used a second fill light (VrayLight, Plane, Invisible, Store with Irrad map) set to only produce illumination on specific included objects. In most exterior shots I realize this wouldn’t be necessary due to GI but my reasoning behind this is an attempt at producing a similar look to glossy reflections from the sky, without the render time overhead, on these objects (castle, castle cliff face, driftwood, river rocks and taller foreground shrubs. In this sunset image I’ve considered that one side of the sky is orange and the other blue so basically I’ve set the hue of this light to a blue similar to that side of the sky which is an HDRI in my Environment override. This fake glossy techniquy idea of mine needs allot of testing but you have to start somewhere.

                    For the Environment override I’ve used the same HDRI (tg_probe.hdr) available free on the net, modified independently for diffuse and specular. I like to use an Output map above my HDRIs for the Color Map feature but I’ve read of others using the Color Correct plug in also. For the diffuse light (GI) I just made a deeper violet version of HDRI by subtracting blue and green from it. This worked well in conjunction with the deep orange directional. The specular version of this HDRI was changed to an extreme orange. This is for the Reflection/Refraction override and is solely visible reflected in the water since nothing else in the scene is reflective. The HDRI was also rotated to match the direction of the sun/ moon for each image.

                    I would almost include all of the trees under lighting due to the way I’ve set them up but here is the process I took for them. They are all from images I’ve downloaded and a majority of the maps come from a tree placement script that I can’t think of the name now. I ended up using scatter instead of the script because it wouldn’t work for some reason. The scattered planes are randomized with Vertex Chaos and Scaling. For each scatter , there being eight total, I’ve also created a matching scattered, non-renderable plane, rotated 90 degree with the same material to cast a shadow. All maps were edited in Photoshop to better match the directional lighting of each scene. If the lighting’s on the opposite side I just flipped the UVs. For the materials I’ve VrayMtlWrappered them and turned off Generate and Receive GI. The Base material is a Standard material with the color map in Diffuse, Self-Illumination and Bump and an Alpha in the Opacity. To match the ambient lighting I would edit the each diffuse and Self-Illum Output settings and Color Map. I’ve used a total of about ten different maps along with miscellaneous clumps I cut out of photos and comped together in Photoshop.

                    Phew… This is getting long…. Must… not… stop…

                    The far mountains are of a chopped up cylinder (normals flipped) the photo is from the net and I edited each in MAX. For background photos I like to copy the photo into the three channels of a Gradient map and tweak each one separately. So for the sunset I set the gradient to progress horizontally and made one of the slots more orangy (The night sky is two images comped in MAX with a Mask map and gradient).

                    The hills and Island/ Peninsula are simply a Terrain Compound object. When I found this tool a while back I was blown away at how useful it is even though you could almost get away with using a Loft object. Then I use a combination of MeshSmooth, Noises and FFD boxes to get it positioned the way I wanted. The two background hills and the foreground bank are all copies of an original. The materials for the terrain are all pretty long and complex but in a nutshell I’ve used noises to mix the tiled maps and vertex color to blend between dirt and grass. Everything has a falloff in the Diffuse in some form or another to give either a soft dusty look or a hint of lighting.

                    Hope I answered all the questions posted.
                    --Jon

                    As an overall note: In most cases the materials were left the same for each lighting condition but anything like the trees had to be modified with the color map of the output settings.

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                    • #11
                      THANK U FOR THE CLEAR EXPLANATIION

                      AND TO MAKE ME DREAM seeing this wonderful world in your image


                      Workstation: Asus p9x79WS I7 3930K Noctua NH-D14@4200GHz SE2011 16GB RAM Kingston Hyperx Beast SSD 500Gb Samsung x2 SATA3 WD raid edition4 64MB GTX760 2GB DDR5 CoolerMaster 690III

                      https://www.facebook.com/essetreddi..../photos_albums

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                      • #12
                        oh i really love your image ,beautifull,can you post a wireframe? so we can understand more how you build it?
                        congrats

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                        • #13
                          Thanks for the compliments, much appreciated

                          Here's a top down of the sunset image. As you can see I can't move the camera too much horizontally



                          BTW, I looked it up and most of the tree photos came from a script package called tree shop.

                          --Jon

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                          • #14
                            what an explanation!!!
                            thank you very much

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                            • #15
                              very nice job jbug i would like to see the scene bigger

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