Showing posts with label Lighting. Show all posts
Showing posts with label Lighting. Show all posts

Monday, 20 March 2017

Mental Ray Materials

Our task was to create a given list of materials using mental ray standard materials as a base

Here is my attempt below


I used mia material x passes as a base for metals and fast skin sss for skin and candle wax.

Thank you and comments are welcome and appreciated

Thursday, 16 March 2017

Render layers and passes

This was the shot given to me for this particular assignment

And this is my attempt at recreating this in maya below-


I have used both render layers and render passes to render the above  scene and then compiled them in photoshop


Render Layers

Render layers help in rendering a large scene or scenes with multiple lit objects.Each object can be separated and grouped into different layers and rendered to their particular render requirements

Render passes

Render passes render the  different attributes of a scene separately,such as Beauty pass,shadow pass,specular pass

screenshots


Thanks and comments are welcome and appreciated




Wednesday, 15 March 2017

Refractive caustics

When Light passes through any transparent media like glass or water it creates patterns which are known as Refractive caustics.

The above image is an example of refractive caustics

Here is my version of Refractive caustics below-


Rendered output


Thank you and comments are welcome ad appreciated

Thursday, 26 January 2017

Final Gather

Final Gather is an indirect lighting method which illuminates a scene without the requirement of using a light. It is also a key to simulating realistic indirect illumination. Final gather uses the objects in a scene as the source of light.

The above image shows my scene where i created 3 simple characters using primitives and created
a setup for lighting.
 I placed 3 simple planes above the three characters respectively and added the primary colors(RGB) to them.
After enabling final gather, i adjusted the accuracy, point interpolation and primary diffuse scale to get an optimum output.

Rendered output

Thank you, comments are welcome and appreciated





Wednesday, 25 January 2017

Global Illumination

Global illumination is a type of indirect lighting which calculates how light is bounced off other surfaces and also calculates color bleeding.

Here below is a screenshot of my attempt at it.


I placed three simple modified polygon primitives and placed a spotlight on top.
In Global illumination,illumination depends on amount and intensity of photons emitted in the scene.
I controlled the settings of global illumination and photon emission settings in the spotlight to get
a realistic and credible output.

Here is a video of the rendered output


Thank you, and comments are welcome and appreciated


Lambert Lighting

Lighting is an important stage in the long process of making an animated film. It defines and sets the theme and mood of a particular shot highlighting and drawing the audience to what is important in a scene.Therefore,it plays a crucial role in visual storytelling.


In the above image, i have created a simple scene,where i have used a directional light as a
key light, that acts as the main source of light in the scene.

I have used other Area lights to light the scene and enabled depth map shadows for directional light

Here is a video of the rendered output below


A plane has been placed outside the window with mental ray black body shader connected to it,which
simulates the temperature of sun light.

Thank you and all comments are welcome and appreciated.