Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 17-10-2011 , 04:59 PM
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Varient natural lighting- My first final gather field test

So hey everyone. Really basic NEWBIE stuff here.

Here are my first two renders, lit in final gather, using only natural daylight at about 3 o'clock..

One is a brightly lit, non-textured room, the other a dimmer "cell-like" take. I just threw a few pieces of my logo in chrome in to have something holding place. I may keep it and make a 3d set logo. I don't know. But anyway...

I'm still fine tuning the gain/pedestal/and whatever the hell the third one is called (I'm being cheeky there because I respect MAY too much to really say something as flippant as that-but yes, at the moment I can't remember the name of the third setting). So forgive those last hot spots and the uneven pedestal, etc., for now. (arrrggghh what's the third setting called; now it's driving me crazy?!) there. I also haven't put in the die material for the window glass, so that will also contribute.

Second gray room is pretty much done. Like I said...basic.

Anyway, as the exercise goes, I really am enjoying finer detail light work. Oh, except those last tiny black shadows in the corner of each room. I swear to god I can't get rid of them/dilute them without losing all contrast in the scene. They are really frustrating.

But I'm still working on these. I'll figure it out.


BTW though...I am having this one issue I am completely stumped on if anyone can help...


Can anyone tell me how to scatter the main light casting from the window? I've done everything i can think of. It doesn't matter what i do to the settings, what mia material I use, or what angle. I kind of like it in terms of how the elements here are all pretty graphic, but for the sake of future room renders and knowledge, I'm gonna have to figure it out.

Tried glossiness settings, refraction/reflection adjustments, you name it.

It's just a standard area light in front of the window with the sun/sky light behind. Those are the only two lights in scene.

KNEE!!!!!!!user added imageuser added image

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Last edited by TravisCowsill; 17-10-2011 at 05:50 PM.
# 2 17-10-2011 , 05:09 PM
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Hey Travis ask Leon about this. Is gonna require you to boost the light from the window plane. Forget what it is called. Something to do with a portal light...

# 3 17-10-2011 , 05:36 PM
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what do you mean scatter the light? looks like its scattering to me.

# 4 17-10-2011 , 05:49 PM
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what do you mean scatter the light? looks like its scattering to me.

The floor light square. It's totally sharp. What I'm getting at is to have it with almost a penumbra and drop off so it more realistically spreads out onto the floor.

I'll also ask Leon. Thanks for that.

# 5 17-10-2011 , 06:16 PM
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# 6 17-10-2011 , 06:24 PM
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oh, i see what you are talking about.
looks ok to me.
https://sunnystudio.co-ops.tv/wp-cont...oughwindow.jpg

Hmm. Thanks Man. I guess it can also be a matter of stylistic choice with light vs the rules of photon interaction. I need to look at more reference. It was mainly because in my class videos, their getting that other effect as described in my original post, and of course, I'm trying to imitate that (achieve).

But nice to know I have options that are just as "real world." That'll each me for not doing my research.

Travis

# 7 17-10-2011 , 07:03 PM
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ah ok, which light is it? the area light or the directional light?

edit just try increasing the shadow softness and samples on the mia_sun


Last edited by honestdom; 17-10-2011 at 07:08 PM.
# 8 17-10-2011 , 07:06 PM
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I'm assuming you're using the physical sky setup and you want softer looking shadows. The physical sun node has a shadow softness attribute.


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# 9 17-10-2011 , 07:09 PM
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haha, should have refreshed.

# 10 17-10-2011 , 07:40 PM
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I'm assuming you're using the physical sky setup and you want softer looking shadows. The physical sun node has a shadow softness attribute.

Oh for Pete's sake. user added imageTHANK YOU you guys, lol! Um, yeah, that's like the only thing I DIDN'T check.user added image

# 11 18-10-2011 , 04:30 PM
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So, here's the latest.

I just put a big post for help in the newbie section about the specifics of this so hopefully I'll get this eventually. But the sun box light is, sigh, still out of my control. Anyone interested in assist please so my post in the newb thread.

Other than that, I've combined this scene between my first final gather render and my building my logo threads to become a 3d logo environment. Still need one more pass at lowering the knee and raising the pedestal slightly, maybe a bit more compression. but I added a light haze to the [physical sun. I'll add, at the end, a final light bounce in the room to move things up a bit . Still playing with the "prop" placement, and just added the basic text with a temp UV automatic texture over clay.

I'll probably have a few versions when I'm done to see where it goes. Just working out the visuals for now. Hope everyone likes.

user added image

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Last edited by TravisCowsill; 18-10-2011 at 04:32 PM.
# 12 18-10-2011 , 07:55 PM
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What you want is to join www.mymentalray.com they have a tute exactly for this. Its free to join....stuff for portal lights and so on -excellent place.

Jay

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