• Soviet ambush maker/fancy lightning tutorial
    2 replies, posted
Hello buds of the Facepunch i will teach te details to make something like this with any model of your choice or entire scenes https://files.facepunch.com/forum/upload/112192/ef3af036-1e91-4ef5-a1a6-3cea3d883b92/Ambush maker.jpg first of all use gm black v3 colorable, is a great map and you can spawn things on the hard black ground that it provides also move some squares to create entire black background as i did here https://files.facepunch.com/forum/upload/112192/c4d1afb4-a222-4e7a-8b52-5580be173ec1/gm_black_v3_colourable0000.jpg painted it black now pose something and place a camera, this is good for me https://files.facepunch.com/forum/upload/112192/508abf10-e16e-4856-bec2-899a90faf0ef/gm_black_v3_colourable0001.jpg now the most hard slow part(in my case lol) spawn a lamp and use this configs https://files.facepunch.com/forum/upload/112192/6059de1f-e62d-443a-a3d8-ec81236d2cd8/gm_black_v3_colourable0002.jpg you can use surface shape resolution 10, now let's set up the sky light 1 that is the front ambient light place it tilted for the subject and make it a big radius, now is the time to use focus to point every light source to the subject. First enable this r_flashlightdrawfrustum 1 you can make it a key by just typing this in the console( bindtoggle N "r_flashlightdrawfrustum 0 1" ) once it is enabled set the gameplay tab surface shape resolution and set it to 2 so you will se 2 light sources in each side of the disk, slide the focal point distance slider so the lamps will focus the main subject. https://files.facepunch.com/forum/upload/112192/b82d0eed-7237-4d75-a38f-a0a236f18d95/gm_black_v3_colourable0003.jpg set in the console, poster_darken 0.3 now render with your desired resolution,before it test if everything is ok, if so you will get something like this https://files.facepunch.com/forum/upload/112192/c83199f8-79a7-4db8-917f-a9a71a45f40a/poster-18-08-22 18-43-14.png this is the first sky pass layer, is basically a mat_fullbright 1 with Ray tracing ambient occlusion. Now we need to make the background one the same lamp with almost the same config, https://files.facepunch.com/forum/upload/112192/a0b70e29-4aa7-46a8-885c-0d4fae8acaa1/gm_black_v3_colourable0006.jpg make it so all light points hit the subject, this is what looks like with one lamp source https://files.facepunch.com/forum/upload/112192/e9fcea9e-5e9d-41ac-9da8-6c488c89a376/gm_black_v3_colourable0007.jpg render it with your desired poster size and you will got this https://files.facepunch.com/forum/upload/112192/56bc6d8a-f8c5-44ce-b35d-d8844ba6a6fb/poster-18-08-22 18-51-51.png this is the diffuse light that light up the back of the subject creating a soft rim light. now is time to render the ground lightbounce this is optional since in bigger scenes or even with a white floor you can reach the same result with a poster_lightbounce pass. put the lamp below the subject and set the fov and focus so the light sources will aim for the chest of the same https://files.facepunch.com/forum/upload/112192/e5f04f06-1ae9-4387-80c2-4598ee4e8380/gm_black_v3_colourable0009.jpg render it https://files.facepunch.com/forum/upload/112192/3d5c1299-a27d-41e1-aa4b-517d014276ff/poster-18-08-22 18-56-20.png now the env light source, it is like red wall in a few meters away or the green from a garden in your front in this case is a simple one. Again, you can create one of these with a poster_lightbounce layer if you're creating a big scenebuild. https://files.facepunch.com/forum/upload/112192/a4e7f4a4-e683-48c5-a923-2439bd58a8ea/gm_black_v3_colourable0010.jpg samething, focus and fov slide both until all light points aim for the subject then render https://files.facepunch.com/forum/upload/112192/a6a6c96b-8878-4368-b071-20c5231a6608/poster-18-08-22 19-00-52.png now the easy one, the sun, just place the lamp a bit far and set a very short fov in the subject, don't forget to change the focus again https://files.facepunch.com/forum/upload/112192/deb550c9-1e47-4ec8-ae06-e4142e7c700f/gm_black_v3_colourable0011.jpg https://files.facepunch.com/forum/upload/112192/8b3d1d83-419b-4ff3-8765-45fa13982cf6/gm_black_v3_colourable0012.jpg P E R F E C T. now render it with the lamp turned off so you dont get this lines on the frame https://files.facepunch.com/forum/upload/112192/03ee3a25-43b0-4c2f-bd73-9e49954664e9/poster-18-08-22 19-07-35.png now the most time consuming(for me) The light bounce. there's no secret just select the scenic dispenser tool first then press R just do it, now go in the lamp position and turn it off set r_flashlightdepthres 1024 in the console and disable this green rings in the left top C menu, now in the lamp position keep pressing R and slide the far z until you can se the subject more close to this far part disappear now slide the far z until the front part starts to disappear, slide the other configs until you got an decent amount of fov and light points then scan the scene set the lamp shape resolution to 1 just to test render it poster_lightbounce 40 1 1 1 you will get something like this https://files.facepunch.com/forum/upload/112192/aa6e0013-a95d-457d-afd3-7f2ddbff0ba7/poster-18-08-22 19-15-58.png if this are good enough for you render it in the desired resolution and you're ready to go now the z depth layers used as mask layers in the editing softwares, set the background plain white with color tool or if you're doing a complex scene use the sky editor and turn it white render with poster and with you desired resolution https://files.facepunch.com/forum/upload/112192/f030d3dc-e21e-409d-b762-660b5e9b4060/poster-18-08-22 19-19-48.png now another z depth layer, this one is for lensblur use the fog editor and set the far z until the back part of the model starts to get white and the near z until most of the front starts to get black, like this https://files.facepunch.com/forum/upload/112192/d593a576-fc71-4cd2-9f4d-18039ce89ef3/poster-18-08-22 19-20-47.png everything below this words are optional if you want to add some wetness to your model or scene or even reflections you need to make a phong pass, color the subject black then turn on the lamp then render with poster soft, you can make just the sun one or can make enviromental lights to create more detail in the reflections https://files.facepunch.com/forum/upload/112192/d3de2b8e-c996-4243-9bc1-c44e89d3eedb/poster-18-08-22 19-23-58.png now we need to crop the skin, just use the submaterial tool then select the skin textures and aply an debug white texture then color it red or any strong color https://files.facepunch.com/forum/upload/112192/6b6f7cc7-64cb-4bc8-b3ca-09444a299802/poster-18-08-22 19-22-35.png this a cutout layer for the skin that will be later used in the editing software, the skin looks too bright in the final frame so i used one multiply layer with a different skin group, you can even create details in this way like beard hair,scars,paints,or anything in the skin https://files.facepunch.com/forum/upload/112192/60abf9e6-9a8b-4158-a6e8-1b3e93566c9d/poster-18-08-22 19-21-37.png i will stop the guide for now, i need to make the ps part. later i will edit it
Fantastic! now we will now your secrets!
Huh, coloring the texture black and then applying soft lamps to make the bump maps come out to give an extra touch of wetness. Never occurred to me, nice finding. I'll try to make a pic with that technique.
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