View topic - Activity #4: Study hall

Activity #4: Study hall

Previous contests and challenges held in the YafaRay Site.

Activity #4: Study hall

Post Sun Mar 02, 2008 7:30 pm

Image

This lighting activity consist in lighting & rendering this architectural work.

http://www.megaupload.com/es/?d=DL648EX0

This scene was modeled by Acefelis. Please credit him for his work if you use images of this scene on your webpage or showreel.

Tell us please what techique have you used to render the scene, breakdown of passes if you use them, your render time and your computer specs.
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Samo
 
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Post Mon Apr 14, 2008 10:07 am

anyone up for this activity?
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Samo
 
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Post Sat Oct 18, 2008 10:05 am

Samo wrote:anyone up for this activity?


i'm up, I need some time to think
I really loved the shaded parts :) it looks real
I hope many more will enter this activity meanwhile I like to recommend you to visit here jemsite.com and here thereeftank.com
diamondblast
 
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Post Fri Oct 24, 2008 11:08 pm

I have gone for a 'dusk till dawn' look.
I tried to capture that empty building at night feel, but I don't think I succeeded entirely.

Here it is anyway.

Image

The image is interlaced and will load rather slowly. It could probably use a bit more antialiasing.

I didn't save the render time, but it was a couple of hours using Direct Lighting with AO and Sunsky background.

Ubuntu 8.04
Intel Dual Core 1.86Ghz
2Gb RAM
Last edited by stoneage on Sun Jan 11, 2009 3:11 pm, edited 1 time in total.
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stoneage
 
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Post Sat Oct 25, 2008 11:01 pm

Because "fade into obscurity" is missing? Is a too uniform GI ... If you have dark (poor illuminated) zones in that building, maybe is more real?
funlw65
 
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Post Sun Oct 26, 2008 1:29 am

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stoneage
 
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Post Mon Oct 27, 2008 11:27 pm

Yes, you understood me right...
funlw65
 
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Post Tue Oct 28, 2008 12:02 am

I tried increasing the AO distance, but it killed the atmosphere, the lighting was dull and flat and the image didn't look good.

Maybe I should try with Photon Mapping.

Thanks.
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stoneage
 
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Re: Lighting activity: Study hall

Post Sun Apr 26, 2009 9:59 am

That is a really nice scene, I'm a bit surprised that there's only few activities here.

Here's what I've managed to render. It took about one hour to setup (and another to render), so there's obvious need for some tweaks, especially with materials.But it is a good start, in my opinion. Let me know what do you think?
studyHall01.jpg

Model by Acefelis.
Painting on the wall is "Animato" by Renée Rauchalles.
melon2008
 
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Re: Lighting activity: Study hall

Post Sun Apr 26, 2009 9:08 pm

That is a nice one. I like the texture on the walls, but I don't think it suits the pillars at that scale.
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stoneage
 
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Re: Lighting activity: Study hall

Post Sun Apr 26, 2009 9:12 pm

Some material tweaking...
On my old Athlon 64 X2 rendering takes an hour and quarter (ten samples Mitchell-Netravali). I don't mind little noise in darker areas (just like in photography) but "light-leaking" effect is annoying .

@stoneage: you are absolutely right about incorrect scaling. This is only a quick "idea-shot" (I don't think about it as a "lighting challenge", this topic is over one year old:)
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studyHall02.jpg
melon2008
 
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Re: Lighting activity: Study hall

Post Mon Apr 27, 2009 7:46 am

I've managed to remove light-leaking. I really miss ambient occlusion included with photon map rendering mode...
This one also renders about 15 minutes longer, probably because more photons are used. (little post-processing)
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studyHall04PP.jpg
Last edited by melon2008 on Mon Apr 27, 2009 7:59 am, edited 1 time in total.
melon2008
 
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Re: Lighting activity: Study hall

Post Mon Apr 27, 2009 7:49 am

melon2008 wrote:I really miss ambient occlusion included with photon map rendering mode..


thanks for your renders. I have seen many people using this technique. I wonder what are the real advantatges of it, could someone explain please?
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Samo
 
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Re: Lighting activity: Study hall

Post Mon Apr 27, 2009 8:08 am

I'm not an expert here, but I'll try to describe how I understood things from practical point of view.
Photon Map technique very often tends to wash out darker, corner areas (this is probably downside of interpolation or approximation used in PM).
In Yafaray this can be fixed a bit by setting "Diff.radius" to a smaller number. But that can lead to some "light-leaking" problems: white dots of light in corners of geometry.

Ambient Occlusion helps to give back contrast corner areas: it is not physically accurate but it's close to what we see in real world. Renders with AO look more "detailed".
melon2008
 
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