Ausmax Posted June 6, 2010 Share Posted June 6, 2010 Hi everyone, When is the best time to set up lighting and general rendering settings in a project? Is there any advantage in setting it up before fleshing out a composition eg. before placing sitemaps, vegetation,etc.? The only reason I am thinking along these lines is I am thinking about render times, testing lighting mood etc. along with saving time on the project. The answer to this question may be obvious but I would still like to hear your thoughts on set up processes. Cheers Link to comment Share on other sites More sharing options...
ivanjay Posted June 6, 2010 Share Posted June 6, 2010 I am no expert on this subject matter but I find that test renders without proper lighting are a waste of time. The lighting greatly affects your model. I render interior scenes only. I model everything and set up the general lighting in the rooms. I do not worry about small accent and feature lights to keep render times as low as I can. This way, the materials are pretty close to accurately lit. Once that is all done I set up my test render settings and tweak away. Once done tweaking I put in the detail lights (for me it is lighting in equipment as we do foodservice renderings). After that I model and put in the details into my model, food, merchandising, etc. Save that stuff for last as it eats rendering times alive. Link to comment Share on other sites More sharing options...
Ausmax Posted June 6, 2010 Author Share Posted June 6, 2010 I am no expert on this subject matter but I find that test renders without proper lighting are a waste of time. The lighting greatly affects your model. I render interior scenes only. I model everything and set up the general lighting in the rooms. I do not worry about small accent and feature lights to keep render times as low as I can. This way, the materials are pretty close to accurately lit. Once that is all done I set up my test render settings and tweak away. Once done tweaking I put in the detail lights (for me it is lighting in equipment as we do foodservice renderings). After that I model and put in the details into my model, food, merchandising, etc. Save that stuff for last as it eats rendering times alive. Thanks for that Ivan, This should help me cut down on time. Cheers Link to comment Share on other sites More sharing options...
Inxa Posted June 7, 2010 Share Posted June 7, 2010 Generally, when my entire modeling is complete, I would give it all a basic white or nearly white material and then light it. Render settings and lighting go hand in hand otherwise t won't work. Then move over to materials. You will have to work on the lights after the material stage, a bit but it would be nearly correct. For tests I use low render settings. Once I am sure of the look and feel I move to a better resolution for a pre-final. Then a high parameter, high resolution render to remove all the noise, artifacts etc. Link to comment Share on other sites More sharing options...
Dave Buckley Posted June 7, 2010 Share Posted June 7, 2010 i tend to model using blocked out models (boxes etc, with minimal detail) to help find good camera placement and also this then helps me when it comes to deciding on which objects i then need to model in detail based on relative position to the camera. i also use simple standard placeholder materials (flat images) as a guide for which materials are needed where. i also give all glass objects a glass material and place them on a separate layer (and keep this layer turned off for any tests. i then use an 85% white material in my material override slot for testing lighting before going onto developing the materials now that i've found my camera placement and modelled everything to a relevant level of detail and also have my lights setup, i then work on detailed materials and tweak lighting to suit as your lighting will change when you add correct materials, and use my light test for light distribution only and not a final lighting solution, once happy everything is setup i then crank up the render settings as needed slightly different for animations, with animations i follow the above workflow and render out a pre-viz animation of the viewport to help with camera paths/placement and again to help me see which objects need more detail (those that come closer to the camera) Link to comment Share on other sites More sharing options...
Ausmax Posted June 10, 2010 Author Share Posted June 10, 2010 (edited) Thankyou guys for generously sharing this valuable information on lighting and setup procedures. :)Very good, Cheers! Dave, you mentioned camera angles. How much does a camera angle and camera technology contribute to a great Visualisation in a 3d environment? Edited June 10, 2010 by Ausmax Link to comment Share on other sites More sharing options...
Justin Hunt Posted June 10, 2010 Share Posted June 10, 2010 composistion can make or break an image. I've seen some really basic models look wonderful with cleaver camera angles, in the same breath detailed, perfectly modeled and shadered scenes look bad with a boring composition. jhv Link to comment Share on other sites More sharing options...
Dave Buckley Posted June 10, 2010 Share Posted June 10, 2010 composistion can make or break an image. I've seen some really basic models look wonderful with cleaver camera angles, in the same breath detailed, perfectly modeled and shadered scenes look bad with a boring composition. jhv that would have been my answer Link to comment Share on other sites More sharing options...
Justin Hunt Posted June 10, 2010 Share Posted June 10, 2010 As a little exercise try this Create a simple sphere sitting on top of a box, near an edge of the box. Apply a simple mid grey colour to both. then by just using camera placement and lighting try to create three different moods , 1- Lonely 2- Danger and 3- Romantic. Sounds simple but to really pull it off takes a bit of thought. jhv Link to comment Share on other sites More sharing options...
Professor Posted June 11, 2010 Share Posted June 11, 2010 As a little exercise try this Create a simple sphere sitting on top of a box, near an edge of the box. Apply a simple mid grey colour to both. then by just using camera placement and lighting try to create three different moods , 1- Lonely 2- Danger and 3- Romantic. Sounds simple but to really pull it off takes a bit of thought. jhv Justin, Interesting excersize, I'm curious to see your examples. Could you make some up and post them, please? Link to comment Share on other sites More sharing options...
Ausmax Posted June 14, 2010 Author Share Posted June 14, 2010 Justin, Interesting excersize, I'm curious to see your examples. Could you make some up and post them, please? Yes, really good suggestion Justin! I would also be interested in seeing what you come up with. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now