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Hash, Inc. Forums > Featured > Feature Films: Tin Woodman of Oz - Scarecrow of Oz > Tin Woodman of Oz > TWO Lighting
agep
I've startet to light the scenes from Ku-Klip workshop. First off is a test from sequens 80. In this shot I've kept the original lightning from the set I made. In addition to that I had to add a few more lights to make Tinman stand out a little (he was to dark without). Let me know what you think and please let the suggestions flow

[attachmentid=23095]
ypoissant
Needs a better separation betwen Tin Woodman and the background. I'd suggest increasing the lighting on Tin Woodmn and darken the lighting in the background.
agep
QUOTE(ypoissant @ Dec 12 2006, 11:55 PM) *

Needs a better separation betwen Tin Woodman and the background. I'd suggest increasing the lighting on Tin Woodmn and darken the lighting in the background.
Thanks Yves. I'll try to do that to the next update
agep
Here is a new test. tweaked the lights a lot

One question not directly related to lightning, wasn't the act 7 going to relocated to the first floor?

[attachmentid=23108]
robcat2075
QUOTE(agep @ Dec 13 2006, 01:09 PM) *

Here is a new test. tweaked the lights a lot
[attachmentid=23108]
I would say he needs backlight to bring out his form better. He's disappearing into the black.

edit: also... the bricks look out of scale compared to Tinman.


QUOTE(agep @ Dec 13 2006, 01:09 PM) *

One question not directly related to lightning, wasn't the act 7 going to relocated to the first floor?



It is up thru the TinHead sequence. Beyond that? ??

??

I've built the TinHead sequence to be "moveable" since I didn't know where the good light was going to be.

You can download a chor from 2_07_11, add the "workshop" and then move "Cabinet Scene Locator" Null to experiment without having to individually reposition all the characters, camera and props. Even the various camera positions travel with it.

Right now it's placed near the far end of the workshop; my notion was to catch some red light from the furnace.

An alternate idea I had was for it to take place in one of those beams of light from the roof.

Maybe the final lighting should hold until the animation is done? That's a good workflow in CG.
KenH
I can pick out tinman better in the first one actually. Not sure why. His jaw is particularly distracting. I agree that some specularity on his side/back would help.
agep
While I was working on this sequence I noticed that there has been some changes to Tinmans materials. I do like his new beard (a little easier on to look at), but I'm not sure I like his new more blueish face. I feel it makes him look frightened

before and aftershot (there has been a few no to noticable light changes in the new one though)

[attachmentid=23166]
martin
QUOTE(agep @ Dec 15 2006, 07:28 AM) *

While I was working on this sequence I noticed that there has been some changes to Tinmans materials. I do like his new beard (a little easier on to look at), but I'm not sure I like his new more blueish face.

Some materials on his face were lost in a merge. Somebody (Nancy? Colin?) was fixing it. Is it fixed yet?
agep
Here is a new lightning test. This time I converted the lights I had added into light list (never used light list before so it is a new experience), hoping that I was able to make Tinman stand out a little more. The background may look a little to "flat"?


[attachmentid=23168]
robcat2075
Is there a reason not to use a rim light to bring out his edges better? That would be classic Hollywood lighting.
agep
QUOTE(robcat2075 @ Dec 15 2006, 09:36 PM) *

Is there a reason not to use a rim light to bring out his edges better? That would be classic Hollywood lighting.

Actually there is a rim light there, but Ill try to position it better to see if I can boost those edges a little more

*edit* I see now that its position was way to offset. I'll reposition it and post an update asap
agep
New update:

[attachmentid=23175]
KenH
Hey look! It's tinman! biggrin.gif Much better.
agep
Thanks Ken

I've rendered out the whole scene as a test to see how it looked like at this stage:

uhm. whats up with the frameburn? I used my renderfarm on this one

[attachmentid=23197]
agep
One thing in this scene that has been forgotten are the two windows in the entrance hall. The hall should not be completely dark. I've started to experiment with some lights outside with volumetric. at this point I'm far from satisfied with it and will keep on experimenting, but I thought I should upload my test anyway

Click to view attachment
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