Feedback needed
nathan_1a2fc3c3d6
Posts: 52
Hi Guys!
How are you all doing? I know you're all busy people so it is really appreciated that you're reading this. I'm currently working on a short film and I'm just trying to get the setting done.
I've attached the picture below and if you're able to give me any feedback whatsoever then I'd really really appreciate it. I really want this to look perfect so you'd be doing me a real favour. I've already noticed the paper is floating, I've already changed it. And apologies if I don't reply to all of you, don't worry I will of taken on your feedback for sure.
Many thanks
Nathan
RoomSmaller.jpg
2000 x 1125 - 1M
Comments
Edit: I thought perhaps the script cabinet shadow was going the wrong direction, however, I later noticed you have an overhead light on which probably explains that. :)
Trophy case looks awesome. Really nice setup with room details. The only things that look a little off is the pins on cork board seem a little big. The kid drawn card probably wouldn't be coming open if it were pinned. Movie poster looks really nice. Movie poster frame, however, doesn't seem as realistic as the other items in your room. I see one shadow extending from basket as expected but there is another shadow on the side of the basket.
Hi Pixel8ted (Love that username),
Thanks for your advice! Really helpful! Yeah I'll be changing pretty much everything you said, just one thing, when you said about the basket are you talking about the one on the floor?
Many thanks, really really appreciate your help.
Nathan
The objects in shadows are too black (sides of the books on the shelf; the side of the file cabinet; side of the desk & the lampshade). In a real environment like this; you will get light bouncing off the walls & ceiling and "backfilling" the shadowed areas with light so that while they are in shadow, they don't appear black.
I snipped the basket in your image to show you. The extra shadow is outlined in yellow dashes. The red arrows show the other shadows in the area are flowing in one direction as expected.
Edit: The basket shadow on the door in that can be seen in that snip also looks off. I'd be tempted to move the basket slightly and avoid the shadow falling on the door.
The shadows are too deep and too hard. Indoor lighting tends to give shadows a softer edge. Does your render engine do IDL?
Since this is animation you probably want an in-render solution for it -- I recommend an array of Distant Lights set at low intensity with shadow-casting turned off (like what's described in my Simple Sunshine tutorial, but without the sun-light). With the hanging lamp's shadow-casting still turned on this should keep your shadows from being too dark. I can't tell if you're doing this in DAZStudio or Poser -- Poser may have other solutions available, I wouldn't know.
I would lose the hanging lamp.... it is in the way and casting ugly shadows on your otherwise interesting room.
And where is the light above the hanging lamp coming from? The shade should prevent much light from going UP. Same with the shadows of books on shelf, they should really all be in shadow. And those books are huge!
But a nice scene otherwise.
Hi Guys,
Thanks a bunch! You all rock! It's obvious I need to sort out my lighting, I have NEVER been able to get lighting right.
I'll try and work on it, if anyone is free to help me out then I'd love you forever however I also understand how busy you guys are so no worries if any of you can't help.
Many thanks
Nathan
Lights: I tend to use one UberEnvironment2 light setup in combination with sunlight/lamp-light (or other direct light-sources), because they create the most realistic shadows. If you don't have that many reflective surfaces, you can set the maximum bounces in the render-tab to 3, and a shading-rate to 0.15. Sunlight shadow softness I usually set to 2.5%, and I always - repeat -> always, use raytracing. This might take a slight renderhit when compared to deep shadowmapping, but it's a heck of a lot more realistic, and you don't get renderman artifacts.
Surfaces: Reflective surfaces are usually set to 'plastic', while every other non-reflective that doesn't rely on shaders, I set to 'matte'. Reason is to keep render-times to a minimum. I also adjust bump-setting or displacement-setting, to create realistic surfaces. Another thing, that frame doesn't look too good. Give it a bump-map, although just slight percentage (1-3%). It'll give a slight fuzzy look, while looking like it's metal or plastic. If it's too much, tweak the setting further down until you get what looks good.
I didn't notice if anyone else mentioned this... the balled up papers in the middle of the room appear to be floating (sort of)... maybe sink them into the floor a bit. Real balled up papers tend to land on the flattest edge.
Original post
See... told ya... I didn't notice. In my defense, these are new eyeballs... I guess I should have been wary... they were pretty cheap.
This is the original lighting set that the room comes with (probably should of started with that) but if you could tell me what this new version feels like it'd be much appreciated
Hi Guys,
I'm wondering if you could help me out. I've got a room here, basically - is the lighting any good?
Many thanks
Nathan
Hi Nathan
The lighting looks OK but there are no shadows so its a bit hard to tell.
Merged the new thread with the old, since they are both on the same scene.
Agreeing with prixat, if they're not casting shadows on the floor those crumpled papers will look like they're floating whether they are or not. And although the texture on the picture frame looks much better, the frame itself is still too bulky, like it's been scaled up past what's realistic, especially next to the cork-board and holding a poster (poster-frames are usually much thinner). Aside from that I'm liking this, but it'll be a lot easier to tell once the shadows are set right.
If this is a customized version of "The Office" I think you will be better served turning the Ambient (fill) lights down. And You might need to check the Default LIGHT as I'm not sure of it's setting at load.