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Typical Exterior Lighting Help Question


MegaPixel
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http://www.cgarchitect.com/forum/filepush.asp?file=TowerPlaza.jpg

 

I just can't figure out for the life of me what the best light source usage would be for a scene like this. I've used both Standard and Photometric Sun sources as well as the Daylight system with Skylight. There is really no texturing done yet on this shot - just a few different colors and things. Basically, I'm planning on Emphasizing the Base of a High Rise Bldg. with Modeling and texturing details of Commercial spaces and Retail Store Fronts. It seems like Lighting the set and preparing the environment is more difficult then texturing and modeling these days.

 

Specifically, I need help with choosing an appropriate Light Source (Some setup techniques would be helpful too ;) ) and setting up an environment to reflect onto the bldg (Skydome :angeuhoh: ). Or if nothing else, I'd like to see some examples of other peoples work on similar projects. I'd like any comments possible. Thanks - Mega

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Marc Heesterbeek of UBIMK has some similar work - massing studies and such. Here are some.

http://www.ubikmh.nl/nieuw/u03.jpg

 

http://www.ubikmh.nl/nieuw/u02.jpg

 

I think your building needs more detail - maybe some hint of spandrel glass or mullions. Maybe show some floor slabs with the building being a little transparent. Also check your exposure - are you using exterior? I don't remember the specifics of viz/mas radiosity but there is an exposure level for exterior and one for interior. Might be in the manual.

 

You could always go for a fake-radiosity method. Search the forum for "fakeosity" or "3 ring method".

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Xgarcia,

I plan to add quite a bit more Detail both in the Modeling and the Texturing - Particularly with the Glass areas and Store Fronts down below. Since the High Rise is an Empty Mesh right now, I guess I'd have to Add in the Floor Levels like you say and Give the Glass Mat. some Opacity or Refraction? I'm also thinking about maybe using a Custom Brick Pattern to define the Glass Panels to cut back on some Modeling Time.

 

Quizzy,

I'm so ready to try out the HDRI stuff but I'm wondering if I'm ready for it since I can't even setup a Skydome correctly. I need help with the simple traditional Environment creation stuff like believable Skies with no seams down the middle of the Dome and so forth. In MAX 5, how do you go about using HDRI maps? Is there a plugin required or is there a way to add Render effects?

 

Thanks Guys, I'll update my Progress with more posts to come.

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http://www.cgarchitect.com/forum/filepush.asp?file=poop.jpg

 

Here is another Update on the Tower Plaza Progress. You probably can't read the text on the Image so I'll repeat it here. Basically, I'm not very happy with my Lighting or Material Selection so far.

 

Glass = Raytrace Material with Fresnal Falloff in Reflection Channel, Slight Noise Nump, 10% Transparency with Black Diffuse Color

 

Plaza Exterior = Standard Blinn Material with Diffuse and Ambient Colors within 40 Shades of each other, Lg. Dent Map in Specularity Channel.

 

As you can see, I still have no environment which hurts the look of the Glass I know. My observations so far tell me the Lighting Stinks - I used a Skylight and Target Spot with Light Tracer and Log. Exp. Ctrl. There isn't enough Definition in the Object Detail. Also, my Plaza Exterior looks like a Cartoon and washed out.

 

Could Anyone take a stab at recommending some improvements with some how toos? Thanks again, Mega

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I wouldn't make the glass black. Try a dark green or blue, or gray, make it a little transparent, and for quick depth, slap some columns inside and ceiling lights (if it supposed to look opaque, then never mind, but a little quick detail, that you can barely see, adds a lot).

Then just add a few random height masses for it to reflect. Make them transparent and out of the picture. Maybe not 'real', but certainly will spice it up while testing.

 

I've had good luck with Light Tracer, it just takes FOREVER!!! Esp. with relfections. Personally, I never use refraction or worry about the falloff. I have never tried, so that may change, but it's a detail element to do after everything else.

 

Try a search for 'Delfoz'. He's got some good 3 ring, tradtitional fakeGI how toos that are great (they need tweaking, but the method is very sound and it's quick to set up and render).

 

Try putting in a sky to reflect, with a ton of clouds so you see the variation.

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http://www.cgarchitect.com/forum/filepush.asp?file=TowerUpdate2.jpg

 

http://www.cgarchitect.com/forum/filepush.asp?file=Tower-Plaza2.jpg

 

 

mbr,

 

I added the Internal Structural Details like you suggested and it definatly helped the Tower Body. Now I just need to refine my Lighting and Materials. Looking at the second Image, I'm trying to figure out whats going on with the Building Shadows in the center of the Image. It looks like the Round Face of the building is casting jaggy mesh shadows instead of a smooth radius shadow. Is this a smoothing group issue?

 

Also, please critic my progress, I reallyneed help in the Materialization of thescene, Color usage and shader usage. Thanks again, Mega

 

[ October 13, 2003, 10:42 AM: Message edited by: MegaPixel ]

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Personally, I would try a fakiosity setup for the lighting. It is very quick to do, and in my limited experience, you can get much better results much quicker than with radiosity. It seems like the radiosity is causing everything to be washed out.

 

You are definitely getting the glass down...the environment helps out. Maybe you can make it slightly more transparent so you can see the structure like you had in the earlier versions.

 

It might also be nice to add some ghosted people/trees/cars for scale...let everyone know how big this thing really is.

 

-Chad

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http://www.cgarchitect.com/forum/filepush.asp?file=LatestProgress.jpg

 

http://www.hobson-eds.com/Plaza1_Ligos511_70comp.avi

 

This is my Latest Progress on the Plaza Area. Iam pretty much done with theModeling. At this point, I need to setup some decent Lighting, Improve the environment and Doctor in some Mass Study Objects. I'm still open for suggestions. Thanks, Mega

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  • 3 years later...

I think if you add some noise to the reflections and more frames/mullions it would really help make convincing glass material.

 

I have a nagging urge to put some pergolae just below the first parapet line...i think it would help gradually "bring down the mass" to the ground, because right now the structure abruptly stands up from the ground...or just extend those canopies out a little bit...Sunshading louvers over the glassv windows would also look great to break up the monolithic facade...but these are design decisions....:-)

 

Oh yes...right now evrything is in the midground, I think to establish good view depth you can put something interesting on the foreground, like a tree or some structure. Not in the middle of the image of course, somewhere on the extreme frame, just to show the difference in scale from here to there...this will help establish a definite depth.

 

Hope these helps!

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