Tuesday, February 23, 2010

W Hotel, part 6 - lighting correction for the suite

I've picked up some new rendering techniques, and I've chosen an old W Hotel scene to refine my understanding of them.
Click on any of the images to enlarge.

step 1: lighting & shader adjustment

before & after lighting adjustment

The first thing I did was to calm the artificial light sources, which were overblown and over-saturated (above left).

step 2: conversion to linear workflow

before & after gamma correction

I've recently begun to use a linear workflow, so I converted this scene, as well. For my purposes, linear workflow creates greater lighting distribution - which means the elimination of hot spots and dark corners - and better color accuracy, so the texture colors are less distorted.

step 3: multi-pass assembly


Render passes are used to create post effects, some of which would be time-prohibitive to render directly in the 3D program. They also allow precise adjustments of the separate lighting elements, after you've spent weeks rendering a sequence and don't have time to re-render. I'm still working on my compositing formula. What I've figured out, so far, is represented below.

diffuse pass

The foundation layer is the diffuse pass: the objects' colors and textures, without any lighting effects.

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