Showroom Shine

Started by dandelO, March 13, 2009, 06:49:07 PM

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dandelO

And a new one...

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Postworked somewhat in Photoshop. All the lights, plates, badges and the Dodge grill were drawn in afterwards, and some levels adjusted.

It was just really a test to begin with, to get proper GI into my showroom.tgd that I shared a while back. It works well now with just 3 lightsources and global illumination, the showroom I shared still had sunlight and atmosphere.

Thanks for looking! :)

rcallicotte

I'm blown away by one thing - that the lighting and the scene was rendered in TG2. 
So this is Disney World.  Can we live here?

dandelO

Yup, barring some levels and adjustments it's all TG generated light. The GI works really well now, in the TP5 release I was getting large circles and patches of GI light on all the surfaces. Without atmosphere and sunlight, though, I can afford to raise the quality of the GI a bit to overcome the blotches.

Here's the original render before any tidying-up postwork...

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cyphyr

Excelent work, love to see this with soft shadows!
richard :)
www.richardfraservfx.com
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

dandelO

QuoteExcelent work, love to see this with soft shadows!
richard :)

Now, there are soft shadows, Richard. The thing is(and I was about to write this in the original post and then didn't bother) there seems to be no way to correctly have the soft shadows being cast by all three of my illumination lights: red-green-blue. This is because(I think) that the lightsources are not very far out of the shot and do not have a high enough radius to be translated to any shadows on the ground. If I were to heighten them, then raise their radii enough to make shadow blurring apparent I would lose all the light-play on the walls. This is just my theory of course, because soft shadows in the light nodes have no shadow diameter parameters.
Can anyone clarify this? I notice that the sunlight node shadow diameter is equal to the angular diameter of the sun object.

Here's a version with no soft shadows, at a lower render detail setting(0.75). None the less, there is no difference between the shadows in the first image in this thread, to this following one with hard shadows... Version 6 of this scene is the first one I uploaded, all these subsequent ones were WIP's on the way to the final version 6.

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