Sintel, the Durian Open Movie Project » lighting

    

Posts Tagged ‘lighting’

Sintel’s Cabin, featuring Indirect Lighting!

Sunday, March 14th, 2010

Yo! Pablo (venomgfx) here, on my debut as Durian Blogposter (sounds cool uh? :D )

The past week was awesome!, not only because it was my first one here :P , but also because David came all the way from Toulouse, to help out, and he was a huge help.

Sintel Cabin's Progress

Sintel Cabin's Progress, more detail needed!

Even though its not finished, blogposting wont hurt (hope so!).

On this scene, my work was supposed to be design-model, then light/compo this shot, but since this was my first week, I’ve been told “No need to be completely productive the first few weeks”, great! relief.. so I took some time to learn the workflow and pipeline here, luckily is really similar to how I use to work before and on my personal projects nowadays.

So, Monday was mostly settling down and playing with the file I found first, which was pure proxies (top-left frame on the screenshot >> ), needed to design! but luckily for me that day David arrived, so I quickly set up basic lighting on a file Soenke worked before (adding the stuff shown at the top-right frame on the screenie), for Tuesday I got a *beautifully* made paint-over my render, even in 2 flavors! sort-of-day, and night.

Sintel's Cabin by David Revoy

Sintel's Cabin paint-over by David Revoy

Then Wednesday went about modeling all the small details everywhere, with such a great reference this task was relatively easy, just a matter of time..

Thursday!, until this day I used Approximate Ambient Occlusion’s Indirect Lighting for this scene, which gave me nice results overall, I felt I was in the right path, probably would need a lot more tweakings for faking stuff (bounces, shadows mostly), until I saw some experiments Soenke was doing with Raytraced IL, “wow! gotta try that!” <- along with a O.O’ face, OK render times went up a bit, but the results (and less work on fine tuning/faking stuff) deserved it.

Below is the render with Raytracing IL and Approximate respectively, not really fair comparison though since the Raytraced one has some minor changes to lights , basically because the bouncing was too strong making everything too bright, this also demanded some changes to the materials.. so I spent most of Thursday on tweaking the shading/lighting, some modeling as well but not as much as was needed.

Sintels Cabin WIP

Sintel's Cabin Work in Progress, Indirect Lighting tests.

It’s Friday! (..I’m in love! ♪, recalling The Cure, but actually I had a crush on Indirect Lighting :P )

Was time for my first weekly! and to show what I’ve been working on the whole week, even when I think I could have done much more this week, I also believe I learned a *lot*, specially on the rendering side, it’s been very productive to me and I’m glad I still have a week more scheduled for this scene, so I can catch up with what I have left to do (more models/cloth!), and also because that scene is not only a bed/wood/medievalish stuff, characters are missing in there!

Sintel's Cabin - IL

Lighting setup at the left, how it bounces at the right.

Before wrapping up I want you to see a small screenshot that shows how much magic goes behind Indirect Lighting, on the left is the setup showing I only used 1 Spot lamp for the “Sun”, then a Halo light for the beam light, and the rest is all bouncing (plus a big blue emitting material plane as sky), at the right is sort of how the light bounces to lit the scene :) , a whole new world for me at lighting, love it! :D

Ouch already Sunday morning here :/ gotta get some sleep to kickoff the week tomorrow.

That’s all folks! :)
Pablo