Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 01-10-2005 , 04:16 PM
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exterior lightning with Mental ray

Hi i've been struggling with Exterior lightning for like 4 weeks.
I can't get it to look like a photo , it looks like a computer graphic.

Does anyone here know anything about exterior lightning and how i can make it look like a photo.

https://img5.imageshack.us/img5/736/ggkggkh0gd.jpg

Just a FG render with a incandescence dome to bounce off the rays to simulate indirect illumination.


any links or tutorials about exterior lightning is welcome.
thanks


tck
# 2 01-10-2005 , 09:22 PM
dae's Avatar
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use an HDR image, maybe try using multiple lights and one major light.
try Learning Maya they have loads of HDRi links.

Dae


"I THINK, THEREFORE I AM"
René Descartes

www.mvorster.co.uk
# 3 07-10-2005 , 12:27 PM
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HDR as a equivalent for indirect illumination is perfect.

A global key light for simulating the sun...?
here comes the problem...

Should i use emit photons or just a MR arealight without any emits..

There are plenty of setups , some are very profound.
I got patience but i ain't got time to experiement with these setups.


tck
# 4 07-10-2005 , 12:32 PM
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for me the reason it looks like a game is cause your textures look like they are too low res and there's no shadowing pretty much anywhere... (trademarks of games! user added image) did you use real photographs for your textures? if not then you're going to struggle to make it look real. You also need to be lighting your scene to match something. There's no point in doing it without a background image e.g. your sky or a bg plate or whatever.. it'll never look real.

user added image
Alan


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# 5 07-10-2005 , 12:44 PM
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thanks alan
https://img24.imageshack.us/img24/2330/skin015uj.jpg
shadowing ?
u mean this?
We call it skinning , basicly using a shadowmap to paint 3d information on a 2d texture , adding highlight and shadows.

I used photo's a a reference to make the colourmaps.
There is a interaction between the map and the light , because i used a bump map , u can't see the bumps clearly because there is no direct<-- illumination , but indirect.

The scene will come alive if i add a direct lightsource that simulate the sun.


Setting up a Direct lightsource that simulates the sun will be a hard task.

I basicly want a scene with indirect illumination simulated with a HDR dome , and a yellow/red-ish direct spotlight or arealight that will be the sun.

help is will be appreciated.


tck
# 6 07-10-2005 , 12:56 PM
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why is setting up the sun a "hard task" just add a directional light that is the colour you want it to be.. job done.

and no I mean shadowing as in the shadows that are cast by lights onto other objects that give a scene a sense of depth.. user added image

user added image


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Currently working on: Your Highness

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# 7 08-10-2005 , 01:20 PM
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Is it just as simple?
Shouldn't I add GI to the lightsource for precise lightning?
I mean we're talking about mental ray , i know Vray users can achieve that effect easilty , but we're using mental ray.
It's hard..

try it


tck
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