[QUOTE=Kartoffel;43385439][t]http://imageshack.com/a/img27/3558/pr7p.jpg[/t]
Here's a WIP of the scenebuild. Can anyone cast recommendations for lighting a large amount of space? Like this scenebuild?[/QUOTE]
It looks alright, but there are a few things I'd like to point out.
First, where do the god-rays come from? There doesn't seem to be a sun behind the buildings. I like the effect that they give, but since the textures and models in your scenebuild have a realistic artstyle, I would recommend making the god-rays come from a realistic light source.
Secondly, in the real world light doesn't come from only a single direction, it comes from ALL directions. Although there's only one visible light source, the sun, its light bounces around in the atmosphere so that in the end light comes from all directions. In your scenebuild the light comes from only one direction which causes all those ugly pitch black shadows, which should not appear during daytime. This can be fixed by a realistic approach to lighting in SFM.
[IMG_thumb]http://www.digitalphotoacademy.com/img/images_by_date/2009/09/08/Bentham_001.jpg[/IMG_thumb]
You see the blue specular light on the top of that man's head? That's what I'm talking about. That light is coming from the blue sky and the sky is obviously all around you. Although the sky is not a lightsource by itself, the sun makes the sky blue and thereby produces a blue light coming from all directions. To simulate this in SFM we can use the "radius" slider in a light's animation-set to our advantage. I won't explain every step in this short tutorial, but the reasons for most of them should be obvious.
1: Create a light
2: Disable its shadows
3: Move the light up in the air, so that it at least exceeds the highest point in your scenebuild.
4: Make the light point directly downwards.
5: Figure out what color your sky is, and set the color of the light correspondingly.
6: Pull the "contantAttenuation" slider all the way to the max.
7: Right click the FoV sliders of your light and set the maximum value to 179. After that, drag the sliders to the max.
8: To make the light reach the ground, play a bit with the "farZAtten" and "maxDistance" sliders. (I have experienced some bugs if you make the values too high or move the light too far away, where certain models will be ignored by the lighting, so try keeping it as low as possible.)
Now this is where it gets interesting and you'll have to experiment a bit with the values by yourself. If you don't know what the radius slider does, MaxOfS2D makes an alright explanation of it [url=http://youtu.be/cKnpx9ajemg?t=2m]here[/url].
9: Right click the radius slider, increase it to something like 5000 and pull it to the max. This value will depend on the size of your scenebuild. Try different values and see what works. You may need to increase it to more than 5000.
What this does is spreading out the light to come from several directions like in the real world. This effect will only show after rendering out samples, just like motion blur and DoF. The amount of lights that will be created depend on the amount of samples you decide to render. 128 samples will make 128 lights. 1024 samples will make 1024. This method is not perfect, but for a software like SFM I think it's pretty amazing.
10: Adjust the "intensity" slider until it looks good.
And abrakadabra!! There you have a hopefully nice looking ambient light. However, some things to note: If your textures and materials are bad this will function much like fullbright. This method has the disadvantage of taking contrast out of your image. For that reason, it may sometimes be better to just place a single light facing in the opposite direction of your sun light to fill out the unrealistic shadows it leaves. Furthermore, since we disabled the shadows, some places will appear brighter than they should, such as around the edges of objects where ambient occlusion normally would take place.
For those reasons you should not be using this method for creating a "key" light for your scene but instead use it as a fill light to fill out unrealistically dark areas, and have another light source produce shadows and contrast in your scene.
I hope this helped! If anyone has any questions or preferably criticism of this method, I'm all ears.
[editline]3rd January 2014[/editline]
And now if anyone would be so kind as to give me some criticism:
[IMG_thumb]http://i.imgur.com/cAehNVT.png?1[/IMG_thumb]
It's a frame from the establishing shot from the sequel to Family Business. It's about 90% finished. I forgot to turn on a few ambient lights for this render and some materials are missing.
That's actually the light of the sun. I matched it up with the location of the sun in the skybox I was using. I used sky_day01_08. :v:
I will use that ambient light for the reflection, however.
[QUOTE=Kartoffel;43403973]That's actually the light of the sun. I matched it up with the location of the sun in the skybox I was using. I used sky_day01_08. :v:
I will use that ambient light for the reflection, however.[/QUOTE]
[img_thumb]http://i.imgur.com/cU6FpvV.jpg?1[/img_thumb]
I may be completely off about this, but from this perspective it looks like the light is where these lines intersect
Okay, for some reason the new light doesn't show up at all. It works in the editing mode but not in the shot view. It also doesn't show up in the test render.
[editline]3rd January 2014[/editline]
Heh, that's actually [i]exactly[/i] where the light is. I should probably move it some place else.
[QUOTE=TheDKer;43403829]-snip-[/QUOTE]
The particles on the three front chimneys bothers me a bit, it clips a bit with it, move it a bit more up or to right. Also, randomize those start times so the smoke and the flames won't look the same.
Overall, it looks good, good luck with the movie!
[QUOTE=Kartoffel;43404253]Okay, for some reason the new light doesn't show up at all. It works in the editing mode but not in the shot view. It also doesn't show up in the test render.[/QUOTE]
That's probably because the light is spread out so much. Try increasing the intensity a lot and see if it shows up.
[editline]3rd January 2014[/editline]
[QUOTE=Dromlexer;43404769]The particles on the three front chimneys bothers me a bit, it clips a bit with it, move it a bit more up or to right. Also, randomize those start times so the smoke and the flames won't look the same.
Overall, it looks good, good luck with the movie![/QUOTE]
You're completely right, and thanks!
work in progress for my war week video.
[media]http://www.youtube.com/watch?v=yIREUur1E2Q&feature=youtu.be[/media]
[QUOTE=TheDKer;43403829]Pull the "contantAttenuation" slider [B]all the way to the max[/B].[/QUOTE]
You don't have to go to the max, that slider is like a switch. But ok.
[t]http://i.imgur.com/b1IbEcz.jpg[/t]
Took a shit on the quality so I could upload the wip quicker
[QUOTE=Matillion;43447915][t]http://i.imgur.com/b1IbEcz.jpg[/t]
Took a shit on the quality so I could upload the wip quicker[/QUOTE]
Spy's face looks like he's doing the same thing as you did to upload the wip quicker
[QUOTE=Matillion]Took a shit[/QUOTE]
[t]http://fc02.deviantart.net/fs70/f/2014/008/7/7/scenebuild__1_by_dromlexer-d71cmfe.jpg[/t]
Without lighting
[t]http://i.imgur.com/E41Ec8V.png[/t]
The sole purpose of this was scenebuilding.
302 tables, and 16 benches + 3 windows was used.
[QUOTE=Dromlexer;43459670]
Without lighting
[t]http://i.imgur.com/E41Ec8V.png[/t]
The sole purpose of this was scenebuilding.
302 tables, and 16 benches + 3 windows was used.[/QUOTE]
Pretty good scenebuild. But not efficient at all! You have an total of 321 props, for only five walls and a window. If your going to render a movie with this scenario, your render will take ages.
Your better off using texture panels, with an custom texture. Probably gonna need a bump map that texture to recreate the wood panels.
Thanks for the feedback [Brn]. I can see that high amount of props can fry my computer and waste my precious time. But, I can always do a better scene in Hammer, not the SFM one. Which gives better detail in the room's textures.
I also forgot to mention that I created that poster, just test how props work well in Scenebuilding. Good for setups anyways. Not for final renders.
So I decided to retexture nick as myself, just because I wanted to see if I could do it. What do you guys think? [t]http://i.imgur.com/E8lYXBX.jpg[/t]
[QUOTE=powback;43490079]So I decided to retexture nick as myself, just because I wanted to see if I could do it. What do you guys think? [t]http://i.imgur.com/E8lYXBX.jpg[/t][/QUOTE]
fuckin' euphoric
[QUOTE=powback;43490079]So I decided to retexture nick as myself, just because I wanted to see if I could do it. What do you guys think?[/QUOTE]
I see you're not the type to flatter yourself.
[QUOTE=SediSocks;43490447]I see you're not the type to flatter yourself.[/QUOTE]
You think it's good?
[QUOTE=powback;43490079]So I decided to retexture nick as myself, just because I wanted to see if I could do it. What do you guys think? [t]http://i.imgur.com/E8lYXBX.jpg[/t][/QUOTE]
Burn all copies of this.
[QUOTE=powback;43490674]You think it's good?[/QUOTE]
To put it one way, the face doesn't really fit the head well.
[QUOTE=SediSocks;43493836]To put it one way, the face doesn't really fit the head well.[/QUOTE]
I am fully aware of that. It's just the result of a joke.
[QUOTE=powback;43494165]I am fully aware of that. It's just the result of a joke.[/QUOTE]
Don't scare me like that.
[QUOTE=powback;43490079]So I decided to retexture nick as myself, just because I wanted to see if I could do it. What do you guys think? [t]http://i.imgur.com/E8lYXBX.jpg[/t][/QUOTE]
[IMG]http://joediliberto.files.wordpress.com/2012/05/chris-evans-captain-america-21.jpg[/IMG]
Captain America? Is that you?
[QUOTE=nomad1;43421333]work in progress for my war week video.
[media]http://www.youtube.com/watch?v=yIREUur1E2Q&feature=youtu.be[/media][/QUOTE]
That is one Sexy skybox you have there. Any chance you could release a big empty map with that Skybox? Would be perfect for Dogfighting videos.
[video=youtube;0DNjTjrtgUg]http://www.youtube.com/watch?v=0DNjTjrtgUg[/video]
Ok, i wanted to submit this for war week, but i still have to fix a bug. In the meanwhile, have a glance and tell me a name for it, 'cause i'm all out of ideas
(pss, the bug is the particle moving in the first scene, i don't wanna post this on the faq thread too, so if you have a solution, feel free to tell me, just know that it doesn't move in sfm, it seems to only do that in the render)
EDIT: i have tried, and tried, and tried, but that particle will not just stay there. funny thing is that i already did some low quality renders days ago, in which the particle was behaving perfectly. what did i do to deserve its hate?
fuck this shit, the one scene i really liked about the video is fucked up, i'm submitting this anyway.
[t]http://i.imgur.com/fkFoMTD.png[/t]
Anyone expert on making particles here? I need to find a way which makes the particles not overlap each other. Depending on which system is closest.
I'll add trees later.
Someone asked me nicely to convert the best CS Source maps... so I did.
[t]http://i.imgur.com/YbN2pUM.jpg[/t]
I'm done with the posing and most of the lighting. I am going to fix a snowstorm later if I have the time. A friend of mine told me about the fingers clipping with the snow, unclip or paint over them?
[t]http://i.imgur.com/v7XpLek.jpg[/t]