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Making of 'Ran Out of Money' - Using Total Textures

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Date Added: 30th July 2009
Software used:

Lighting

For the lighting I wanted to focus on indirect lighting versus direct lighting. I wanted to create two small direct light sources from one side and a lot of indirect light from the other side. I used two direct light sources from the right side of the rendering for the main sources of light. I used a dome light with an HDR image for some of the fill light and two more light sources from the back and side windows for additional fill. I changed the temperature for each light source to reflect the direct and indirect nature of each source. For each of the lights I used area shadows to achieve soft shadows (Fig.13).

376_tid_Fig.13.jpg
Fig. 13

Rendering

I rendered the scene in passes using Brazil V2.1. I separated the passes into a base layer, an ambient occlusion layer and an atmospheric layer. I combined the diffuse and GI passes directly in the renderer since I had tweaked the light settings pretty close to what I wanted. I used photon maps for the interior GI and saved the map as file to save on rendering time (Fig.14).

376_tid_Fig.14.jpg
Fig. 14

Combustion was used to composite the passes into one image. I started with the base layer and added a color corrector to adjust the gamma and gain values. I then added the ambient occlusion layer to highlight some of the detailed corners and give the image a little bit more contrast. I then added the atmospheric pass to accentuate the light coming in from the back right window. I finally added a glow operator to give the image a surreal look, since this is supposed to be a wedding reception (Fig.15 - Fig.17).

376_tid_Fig.15.jpg
Fig. 15

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Fig. 16


376_tid_Fig.17.jpg
Fig. 17

The final image is below (Fig.18).

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Fig. 18

Thank you for allowing me to share my work and for reading this "making of" segment.

Dennis Ekk



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