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CCG card from my works
CCG card from my works
Comments: 1
Muaddid

28.03.2024, 17:04








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Messed Up Work
Messed Up Work

            

Messed Up Work
Description: Need Help in Lighting and this got messed up as you can se,e THis is regular AA Models are downloaded But that robot thing i made that, and changed the texture's ,the frame's and picture's are from malice@doll (its from a 3d movie check my journal in www.archclan.deviantart.com about the small summary of the movie :D) the middle wallpaper i made that in GIMP, I really need Help on lighting and My computer is so messed up because of this damn virus i think wouldn't let me upload so i have to switch to my laptop

i will remodel this if i get some pointers and feebacks

well comments and opinions are welcome
Added by: archclan
Keywords: my, messed, up, work
Date: 08.12.2008 05:10
Hits: 4168
Downloads: 75
Rating: 0.00 (0 Vote(s))
File size: 190.9 KB
Previous image: The Defenders
Next image: GI simm2



Author: Comment:
rashadcarter1
Admin

Join Date: 06.04.2006
Comments: 2610
-

Help with lighting you say? I would need to know more about your intentions to give you specific advice. But in a general sense I can offer a couple of suggestions. I have gone on and on about ambient glow in the past with other newcomers to the site, I am getting tired of saying the same things over and over but I will touch on it again today with you just for a quick second.

First, you need to start with a simple light set-up. You must think in terms of direct light and indirect light. Your direct light should always be more powerful than your indirect light. Direct light comes from a single source usually like the sun or a light bulb for instance. Indirect is the bounce of the direct light off of surfaces in a scene meaning indirect light comes from many angles. Even though indirect light is dimmer than direct light it is still incredibly important, perhaps more important than the direct light because direct light is easy to understand and manipulate, indirect light is often more technical and "tricky." The ambient channel will give you a glow that seems to provide the indirect light from multiple directions, the problem with the ambient channel is that the light is too uniform from all sides so objects look like they are radiating light instead of receiving it because the ambient channel does not cast shadows the way radials do and shadows help us to understand model geometry. This lack of shadows from ambient channel light makes objects appear flat and 2d, contrary to what we want in a 3d render. This is why ambient glow is so great for fire and the like because fire is hot and glows in real life so it would make sense that it would glow in a Bryce render. A wooden table at room temperature is the opposite should not glow from within so I suggest never using ambient glow in these cases. The preset libraries get new users accustomed the idea or even the expectation of ambient glow with every texture but this is way off base and will flatten and cartoon your renders. You will hardly ever get realism relying solely on the ambient channel for your indirect light, you can tweak til the start of the next millennium. Avoid ambient glow whenever possible when rendering room temperature objects. Even the True Ambience feature is more reflection based and has nothing to do wiith glow if you remove the glow from the sky lab ambient color. Glow is bad unless and object is hot enough to radiate uniform light. Hot coals and irons are a good example of when ambient glow is used properly.

Just add a few perhaps 12 or more very weak in lights dispersed around the room to provide a more biased and more realistic ambient (indirect) light. You want light from all sides but not at the same intensity and color. The variation and bias are essential for realism because as we all know real life is not fair! Unfairness must be represented in the lighting if you want realism.

So in a nutshell decide how many direct lights there will be. If there will be two lamps then those are your direct lights. Then you need to rig your indirect light by removing all ambient glow from all materials, or you can just make the ambient color in the sky lab black it will provide the same effect which is removing all potential for alien 2d flattening ambient glow from the materials. AS the Gi method suggest create a single radial light and then random replicate it at least 64 times, but if that slows you down too much you can play around with fewer. The point is to get the hang of it. Anyhow this cluster should be grouped and shaped to fit the geometry of the room. Each light should be set at a very dim brightness. If 64 is too many use at least 12, it will not take too long provided you do not use soft shadows. Test out these ideas and report back what you find. Best of luck!
08.12.2008 19:58 Offline rashadcarter1 rashadcarter1 at aol.com
Horo
Admin

Join Date: 05.26.2004
Comments: 4721
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To put it in a nutshel - heed Rashad's suggestions. Ambient glow is obvious everywhere in this picture and overwhelming at the red seat and the table beside it. As a good start, set Ambience to 0 for all materials used. Put on a single radial where you think the main light source ought to be. Then lighten up any dark shadows and dark parts on objects with low power radials. Use square or ranged falloff. If the intensity of 1 is still to bright, set the colour to some shade of grey to dim it further down.

You should continue to work on this scene because it has the potential for something really good. You're just not yet there.
08.12.2008 20:53 Offline Horo h.-r.h.wernli at bluewin.ch https://www.horo.ch/
archclan
Member

Join Date: 08.01.2008
Comments: 242
-

Thanks for the pointers and feedback ill keep those in mind and rebuild the scene when i get home , and re-arrange them
08.12.2008 21:54 Offline archclan arch_devol at yahoo.com http://www.archclan.deviantart.com
Render Man
Member

Join Date: 11.10.2007
Comments: 358
-

I was one of the newcomers that Rashad is referring to and yes it does make a difference. Some of the objects that you are downloading look like they have a low poly count and this really shows up like on the desk. I have tired low poly objects before and discovered they are only good at a distance. They can really ruin a good scene up close.

I like how you are putting those pictures on objects such as the monitors it takes some time to place all these things in the right places.

I have never seen a chair like this before I guess it must be some kind of gaming chair.
08.12.2008 23:37 Offline Render Man alreich_4 at msn.com


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