This would be the third week that I have been working
towards creating a believable daylight scene. As much as it is frustrating that
I have been on this for so long it is good that I have a much more thorough
understanding of lighting in Maya.
Anyway, advice I got last week was to look into 'Lighting
and Rendering' as well as HDRI lighting and colour management. I ended up actually
borrowing the book and was wondering why I didn't find it before. A lot of it
covered stuff I had already knew (had previously researched) but still came in
handy to read.
Method
For the actually experiment for this week I was going to
finally study photography and try to simulate a similar lighting setup as I
could. Though before I could do that I had to remove the exposure node that I
didn't want to be dependent on. From what I learnt, the way to effect exposure
without using the node is through colour management.
Fig 1. Base from week 7
Originally all I knew about colour management was at the top
of rendering settings. It also lies within each texture that is imported and through
the render screen (was hard to find). Through there the image profile is set to
linear sRGB and the Display is set to sRGB. This is meant to simulate the
correct lighting for most computer screens apparently. This was rendering as an
.EXR in order to adjust the gamma correctly (2.2).
Fig 2. Exposure adjustment manually
In addition the light rig I set up other lights to
accommodate for bounced light. This was mainly target lights around the
center court as it was the location
where the eye would look. There were also area lights put in the back to give variation
to the grass (though the shadows do disappear a bit).
Fig 3. Light Setup 1
Fig 4. Light Setup 2
Fig 5. Final
HDRI lighting was played with a little. The method which i
think was correct that I took was adding it as a skybox then Final gather it across the scene. The results
looked good but the dispersion of light got rid of my hard shadows (maybe it
might look good for distant stuff). It also seemed like a mental ray dependant
system (of what I discovered). Technically I still use mental ray, but I know I
can easier change to other renders with little tweaks rather than have build in
mental ray stuff to my rigging.
Fig 6. HDRI (sadly not a good example)
Learning Contract
Thanks to illness and being stuck in IND my learning
contract has not only gotten behind but is in need of an update.
Essentially I have covered enough in order to move onto creative lighting and other things I said I
would do.
For week 9 I'd like to move onto creative lighting setups
and manipulating the scene that I am currently using. Playing with temperatures
of light will be introduced here as well as I have missed out on that week.
For week 10 I'll be looking at the effects still of a couple
of renderings in order to both support my research to making efficient light
rigs and use of average consumer hardware.
Week 11 might all
spill into week 12 but will stand as the amassing of all the work I have done
on my experiments. It will be fixated towards trying to create an emotional
experience for the viewer through lighting. This will also may be altered
through different angles of the scene to have a more depth look into the lit
environment. There is a chance this may not happen due to deviating from the
thesis but would be cool to end on. I may ask just to clarify.
References
References
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