Lighting exhibition

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Maximus
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Lighting exhibition

Post by Maximus » 20 Apr 2010, 23:03

Hiya guys

i've just finished this image, its a personal image i tried to achieve a real look, i'm trying to improove in image impact, lighting and overall mood, as you can see its not really hard modeling here so i've focused more on look and final impact.

I hope you like it, done in softimage and Mental ray, a little of post in photoshop, rendering time was 43 minutes, dof was in post.

C&C are welcome.

Image

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Diurno
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Re: Lighting exhibition

Post by Diurno » 21 Apr 2010, 07:46

it looks really nice, maybe a bit grainy but it's great.

Can you share your lighting setup?

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Maximus
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Re: Lighting exhibition

Post by Maximus » 21 Apr 2010, 07:56

lighting is just sun+sky setup, and 1 portal light in the window
most is controlled by photographic exposure

this is a bit less-noisy!

Image



some settings

Image

bye!

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Diurno
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Re: Lighting exhibition

Post by Diurno » 21 Apr 2010, 15:15

is that Mia Photographic Exposure an addon??? Cause mine is quite different:

however now looks much better IMHO :D
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Maximus
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Re: Lighting exhibition

Post by Maximus » 21 Apr 2010, 16:09

its the 2011 version, you have 2 shaders, they do the same thing with different names, mia_exposure_photographic and mia_photographic_exposure

they are the same, you have the same control, allow overexposure= burn highlights, allow underexposure = crush blacks.

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Diurno
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Re: Lighting exhibition

Post by Diurno » 21 Apr 2010, 16:16

i'd suppose that, thanks ^^

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Rez007
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Re: Lighting exhibition

Post by Rez007 » 22 Apr 2010, 13:42

Hi Max,

Nice work once again..you have some really good Arch-viz things coming through. I have a two questions for you real quick: 1.) Is your framebuffer Mitchell 4? 2.) For your shader setup, are you using the Architectural Shader, and if so, for the ambient occlusion detailing, do you have that to 1 or 2? Thanks.

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Maximus
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Re: Lighting exhibition

Post by Maximus » 22 Apr 2010, 17:31

hey, thanks for comments :)

i usually tend to mix lanczos (for a more viz style) with mitchell, this particular image was made with Lanczos filter 4/4
everything is architectural materials, with ambient occlusion set at 2, maybe its a bit too much, 1 should work better, if you check
under the lower white reflective part of the chair, where the metal tubes start there is a bit too much AO, thats probably because the spread is a bit too much.

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Rez007
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Re: Lighting exhibition

Post by Rez007 » 22 Apr 2010, 17:47

Thanks, I was just wondering on the detail enhancement. Setting it to 2 is supposed to take colorbleed and light values into account. For some reason when I use "2", the detail never comes out that great...it more-or-less disappears.

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Rez007
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Re: Lighting exhibition

Post by Rez007 » 22 Apr 2010, 17:52

Also, would you mind sharing your shader tree for the floor? I seem to have trouble sometimes with the bump map not giving out enough detail. Thanks

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Maximus
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Re: Lighting exhibition

Post by Maximus » 22 Apr 2010, 19:51

here it is

Image

as you can see, i usually use small bump, 0.01 to 0.03 bump scale, and sample spacing always small, this way i can bring details up with the antialias sampling and filter, you need to have a correct b/w bump map anyway, not too sharp, not too blurred.

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Rez007
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Re: Lighting exhibition

Post by Rez007 » 22 Apr 2010, 20:37

Looks nice. Thanks for posting, I appreciate it.

agrmrs

Re: Lighting exhibition

Post by agrmrs » 11 May 2010, 00:37

wow really nice work mate ...... did u use that physical sun and sky with FG ? or did u use portal light to emit GI and rendered GI + FG ....... u have very low FG rays (32) that's why i asked :D thanx

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Maximus
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Re: Lighting exhibition

Post by Maximus » 11 May 2010, 09:36

i usually dont work with GI, i tend to try to balance FG only, i used few fg rays because having sun + portal light directly in front it should work just fine, there are textures on walls so there are few if not 0 areas where you could notice splochy from low FG rays.
FG settings depends really always on the scene you're working on, its always different and needs optimization everytime.
ambient occlusion also helps a lot in removing artifacts from low FG

thanks for comments :)