Wednesday, February 20, 2013

INDIA GATE






This was done in the same time as the Haunted Mansion
Done in Maya.
This was done in Mental Ray.
I  modeled, textured and did lighting for it.
1 Directional light as the moon (with intensity of 2.5).
5 Directional lights for the bounce of the sky (placed in north, south, east, west and 1 down).
All of them were facing down at 45 degrees (with intensity of 0.2). This was used for the bounce.
Another 5 Directional lights for the bounce of the sky (placed in north, south, east, west and 1 down).
All of them were facing down with 60 degree (with intensity of 0.2). This was used for the bounce,
and dont forget to sample the sky (I put  the same colour of the sky for the light).
5 Directional lights for the bounce of the ground (placed in north, south, east, west and 1 down).
All of them were facing up with 60 degree (with intensity of 0.2). This was used the bounce,
and dont forget to sample the ground (I put  the same colour of the ground for the light).
That's a total of 15 lights.
There are 5spot lights on the India gate
The modeling, texturing and lighting took me 7 days to do.
It took around 12 minutes to render (with Fur) and around 17 minutes to render (without Fur).
All textures are made by me.

Saturday, December 11, 2010

Haunted Mansion - Lighting


Done in Maya.
This was done in Mental Ray.
I  modeled, textured and did lighting for it.
1 Directional light as the moon (with intensity of 2).
The moon is just glowing to give a gradient across the sky.
1 Directional light at the back to separate the Haunted Mansion from the background (with intensity of 1.3).
5 Directional lights for the bounce of the sky (placed in north, south, east, west and 1 down).
All of them were facing down at 45 degrees (with intensity of 0.2). This was used for the bounce.
Another 5 Directional lights for the bounce of the sky (placed in north, south, east, west and 1 down).
All of them were facing down with 60 degree (with intensity of 0.2). This was used for the bounce,
and dont forget to sample the sky (I put  the same colour of the sky for the light).
5 Directional lights for the bounce of the ground (placed in north, south, east, west and 1 down).
All of them were facing up with 60 degree (with intensity of 0.2). This was used the bounce,
and dont forget to sample the ground (I put  the same colour of the ground for the light).
That's a total of 15 lights.
There are 5 point lights on the lamps, the candle stand had 2 each.
The 3 lamps had also had 3 poits lights.
The grass is Fur (It's the first time I did Fur).
I found LIGHTING FUR to be very difficult (any hints or tips to improve lighting for Fur?).
There are 3 spot lights on either side (Left - Right).
To get the correct highlights and the shadows took a long time and enormous effort.
The modeling, texturing and lighting took me 10 days to do.
It took around 12 minutes to render (with Fur) and around 7 minutes to render (without Fur).
All textures are made by me.

This is an occlusion pass.
This is how I modeled it and this is how it looks bare.
It took around 16 minutes to render.


I was trying out options.
I was trying different ways of lighting fur.
I didn't like the colour of the lights and the fur.
In this picture, the colour of the 15 Directional lights and the sky was different.



This is somewhat close to what I wanted.
But it had lighting just below the lamps which I did not like.
The lamps also looked very dull.


This was an attempt at fur lighting which was a disaster.
There was very little glow to the moon.


This was the first time I used fur and this is how it looked !!
Not too amusing and looks very fake.


This was a render without fur and just basic lighting.


I tried to get the floor bump but it didn't work out.
This was not nice at all.


I tried to give a grassy feel to it but turned out to be very green.


This was one of my first renders.
The house can barely be seen.
I did not like this render at all.

Chess Board - Lighting


Done in Maya.
This was done in Mental Ray.
I  modeled, textured and did lighting for it.
2 Directional lights were used (with intensity of 1).
The first Directional light was linked to the board.
The second Directional light was linked to all the pieces.
I tried very hard to get a frosted glass texture (I hope it looks like that?).
Each piece has its own point light (with intensity of .2) linked to each piece.
Every object has high amount of  reflectivity.
This took around 7 minutes to render.
All textures and all the shaders (the frosted glass feel, the chess board, the black and white pieces) were all made by me.


This is a different view of the pieces with the same lighting set up.
This took around 7 minutes to render.


This is a different view of the pieces with the same lighting set up.
This took around 7 minutes to render.



This is a diffuse pass.
It took around 20 seconds to render.


This is an occlusion pass.
It took around 8 minutes to render.


This is the Z - depth pass. It helps give a sense of depth.
This took around 30 seconds to render.

Museum - Lighting

Done in Maya.
This was rendered in Maya software
I  modeled, textured and did the lighting for it.
1 Directional light as the Sun (with intensity of 1.75).
5 Directional lights were used for the bounce of the sky (placed in north, south, east, west and 1 down).
All of them were facing down at 45 degree (with intensity of 0.4). This was used for the bounce.
5 Directional lights were used for the bounce of the sky (placed in north, south, east, west and 1 down)
All of them were facing down at 60 degree (with intensity of 0.32). This was used for the bounce.
and dont forget to sample the sky (I put  the same colour of the sky for the light).
5 Directional lights were used for the bounce of the sky (placed in north, south, east, west and 1 down).
All of them were facing up at 15 degree (with intensity of 0.12). This was used for the ground bounce.
and dont forget to sample the ground (I put  the same colour of the ground for the light).
That's a total of 15 lights.
All textures are made by me.


This is a diffuse pass.
It looks very plain and dull.


This is an occlusion pass.
I find all occlusion pass very good, they make the model look very good.
This takes around 5 min to render.

This is a Z - depth pass and it helps give a sense of depth.

Friday, December 10, 2010

Beach House - Lighting


Done in Maya.
This was rendered using Maya software.
I  modeled, textured and did lighting for it
1 Directional light was used as the sun (with intensity of 2).
5 Directional lights were used for the bounce of the sky (placed in north, south, east, west and 1 down).
All of them were facing down at 45 degree (with intensity of 0.2). This was used for the bounce.
5 Directional lights were used for the bounce of the sky (placed in north, south, east, west and 1 down).
All of them were facing down at 60 degree (with intensity of 0.2). This was used for the bounce.
and dont forget to sample the sky (I put the same colour of the sky for the light).
5 Directional lights were used for the bounce of the ground (placed in north, south, east, west and 1 down).
All of them were facing up at 60 degree (with intensity of 0.2). This was used the ground bounce.
and dont forget to sample the ground (put the same colour of the ground for the light).
That's a total of 15 lights.
And 1 point light for each lamp.

Candle Light - Lighting



Done in Maya.
This was done in Mental Ray.
This is a downloaded scene.
I textured and did lighting for it.
I used Dielectric Material (A Mental Ray shader) for the glasses.
I did Caustics for it.
For the candles I used subsurface scattering.
I used 1 point light on each candle for the flame.
The glasses were done the same way like the Caustics glasses (Colourful Glasses - Lighting).
The incense sticks are nothing but a ramp shader and glow at the top.
The gold was done with the help of DGS Material (A Mental Ray shader).
I used a high ammout of GI (Global Illumination) and FG (Final Gather).
This took 32 minutes to render.

Colourful Glasses - Lighting


This was done in Mental Ray.
This is a downloaded scene.
I textured and did lighting for it.
I used Dielectric Material (A Mental Ray shader).
I did Caustics for this.
I used high ammount of GI (Global Illumination).
and FG (Final Gather).
For the green glass I put a point light in the bottom of the glass to get the effect.
For the red glass I put a point light at the rim of the glass to get the effect.
For the blue and yelllow glass I put a point light at the top of the glasses to get the effect.
It took 40 minutes to render.