Working on designing a lights rig for these props & blueprints, after reading an interesting section on my way back from work - dealing with using additional lights as well as practical fixtures, enhancing practicals with "gimmick" lights, etc.
I realise just now I've labelled the number 3 twice in my diagram ... Hopefully this still makes sense.
Idea no. 1
Main Light(s) based on the asset itself (3x Rectangle, 1x Stationary, 2x Static in this case)
Overhead Light (Dynamic, toggles on/off, adjustable) for highlighting characters or focal points
BackLight (Dynamic, custom falloff, toggles on/off, adjustable) for cinematic back-fill
Spent a couple of evenings reworking the "Realistic Rendering" demo apartment based on some cinematography ref (Only God Forgives, an Estee Lauder advert, etc)
Had some time to myself and saw some interesting underground concourse ref, so I'm playing around with making intact Vs damaged fixtures, and using Transmission convincingly:
Quite happy with the first third of this study, but I'm pondering how to make the mid and background more interesting, without cluttering the concourse with too many fixtures going on to get the semi-abandoned/disused feel across.
Super-quick 3rd person "in-game" perspective/scale test:
And I'm thinking of doing another - with primarily warm tones - based on luxury jewellery & watches (most notably, Citizen. Also shoutout to the R6S White Noise lighting work in this ref, because I think it's great stuff)
More functional and intact lighting is challenging in this context, due to both visual interest and budget/expense reasons
Found some nice ref from a US Civil War museum, and thought I'd try to mimic the basic materials and lighting, but just make it a lil' bit darker and emptier. Also taking some inspiration from the Lincoln cinematography -
Congratulations! I'm not surprised after following and enjoying this thread for quite awhile. I selfishly hope you continue to do these studies and keep the thread going!
Other than lighting, I adjusted some roughness values, and moved the position of that bare bulb. This was the only room in the scene I re-lit. Tried to get the most out of the basement windows - stationary rectangle lights at 0.6 (or something) Specular Scale to get the rectangular spec refelctions on the glossier ceiling, same with the stationary point light (non-shadow-casting) near the bulb to give the spec reflection as well as the boosted volumetric fog. The bulb has some extra floating lights for more interesting shadows without having to use expensive means or super-large frustrums. I also have a few point or tube-shaped lights with low intensity, low falloff, and high indirect intensity to get some more fill light in places - I don't fully trust engines and their "accurate" global illumination... it always finds a way to splurge all over ceilings unless you control it :P Also also, I probably should have made a LightFunction for the downward spot light from the bulb, just to make it a bit more interesting on the floor surface, buuuut that's something I thought of just now. Oh well.
Replies
Still have some tweaks in Photoshop to do with these textures:
I realise just now I've labelled the number 3 twice in my diagram ... Hopefully this still makes sense.
Idea no. 1
ShittyRigs
And generally some good snippets about motivated lighting:
Also, saving this link here for later: https://www.slideshare.net/DICEStudio/siggraph-2017-a-certain-slant-of-light-past-present-and-future-challenges-of-global-illumination-in-games
All hail my photobash skills
Moodboard:
Results:
Quite happy with the first third of this study, but I'm pondering how to make the mid and background more interesting, without cluttering the concourse with too many fixtures going on to get the semi-abandoned/disused feel across.
Super-quick 3rd person "in-game" perspective/scale test:
Notes for people who can't understand my random scribbles of utter genius:
Edit: also, I may as well add an upward spill from the "on" ceiling light at the end, like this (but round):
ArtStation
ArtStation
And I'm thinking of doing another - with primarily warm tones - based on luxury jewellery & watches (most notably, Citizen. Also shoutout to the R6S White Noise lighting work in this ref, because I think it's great stuff)
More functional and intact lighting is challenging in this context, due to both visual interest and budget/expense reasons
WIP:
Updated WIP:
so now I get to pretend to know what I'm doing with it, while getting paid!
ArtStation
Before:
After:
Other than lighting, I adjusted some roughness values, and moved the position of that bare bulb. This was the only room in the scene I re-lit. Tried to get the most out of the basement windows - stationary rectangle lights at 0.6 (or something) Specular Scale to get the rectangular spec refelctions on the glossier ceiling, same with the stationary point light (non-shadow-casting) near the bulb to give the spec reflection as well as the boosted volumetric fog. The bulb has some extra floating lights for more interesting shadows without having to use expensive means or super-large frustrums.
I also have a few point or tube-shaped lights with low intensity, low falloff, and high indirect intensity to get some more fill light in places - I don't fully trust engines and their "accurate" global illumination... it always finds a way to splurge all over ceilings unless you control it :P
Also also, I probably should have made a LightFunction for the downward spot light from the bulb, just to make it a bit more interesting on the floor surface, buuuut that's something I thought of just now. Oh well.