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Lighting

For the lighting, I used mainly spotlights and area lights in the scene. Area lights are better used for the main light source, to achieve more natural raytrace shadows. I used spotlights to add fill lights into the scenes, part by part. The reason I used a lot of lights in the scene is because I didn't want to use Final Gather or Global Illumination. To add realism, I used a decay rate of quadratic in all my lights to achieve soft and fall off lighting in the dark. I also used light linking to help me more easily control the objects I wanted to light or exclude (Fig.11).

146_tid_image_11_lighting_effects.jpg
Fig. 11


At first, I just cast the top main light on the main character. I wanted to show the contrast between the light and shadow in my image more. But without the bounce and fill lights, the scene appeared too dark. So I gradually added in more diffuse light around the scene. Finally I added a fog light in the top right corner to show some air volume when light traveled passed (Fig.12).

146_tid_image_12_light_renders.jpg
Fig. 12

Compositing

I separated the image into three passes only, which were Beauty, Occlusion and Reflection (Fig.13):

  • Beauty pass (Fig.14)
  • Beauty and Occlusion passes (Fig.15)
  • Beauty, Occlusion and Reflection passes (Fig.16)

146_tid_image_13_render_passes.jpg
Fig. 13

146_tid_image_14_test_render.jpg
Fig. 14



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Readers Comments (Newest on Top)
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Bilal on Mon, 18 March 2013 11:23am
Very beautiful i am amazed. Keep up the good work:)
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