Those are outstanding Christer! I would only suggest changing the table/surface color - I would maybe do a neutral gray set and maybe a mid-dark green (like a pool table). Whish light and shadow setting did you use? Because that is very close to reality it seems to me. Good job!
And glad you recommended Blender to Lightship - it isn't terribly difficult to use.
What would Caravaggio do?
Well done indeed mate these look great!, now all we need is for some folks to get on and try them out and post the results in here for all the world to see as practice shots. It really is worth doing some of these from time to time just to remind yourself how light settles on 3d shapes
Long live the basics, and er shapes and stuff......... and lights..........
Speaking as someone with an M.S. degree in Computer Graphics, but who inexplicably doesn't currently own a 3D package ready to go, I can offer a critique on the rendering. To do what we really want here, you need to do a render with real indirect lighting - what is often (slightly incorrectly - in that it sometimes lacks caustics) called "global illumination". Mental ray can do that. It would also greatly help to use an area light, rather than a point light.
Here is a raytrace without global illumination:
And here is one with it:
You really see the difference in the areas that are not directly lit. Observe the caustic created on the wall by the focusing effect of the glass sphere on the light. Note the color bleeding on the walls next to the darker tiles. And most importantly, notice all the ambient occlusion in the back, where things get darker near little cracks.
Working in CG is actually the reason that I, who have only practiced drawing all my life, suddenly find myself, upon trying out digital painting, to be reasonably good at using color. The artist actually has to ask the same sorts of questions that the computer does - which really shouldn't be surprising. The trick is to think of a single point on any surface and then ask what the entire scene looks from that point looking straight out. The average of all the color coming in at that point will be the diffuse lighting value.
If this CG way of thinking is helpful for any of you other artists, I can try to explain in more detail - but fundamentally they are the same concepts folks talk about here.
Last edited by thegiffman; July 7th, 2011 at 09:11 AM.
Hi, nice renderings.
Reflected light is something that still gives me trouble.
For example the sky, a strong blue sky affects the shadows of an object pretty strongly, but how far, does it get blue only in the shadows that are faced to the sky? And how does it change values? I would guess that its still darker than the dark parts in the direct light, but still higher in value than the shadow without the reflected light.