Monday, 21 May 2012

        Last Shot camera pan into the hallway




Here I am fixing the hallway model to get the lighting started, I want to active  lights coming under every door with some for coming underneath with the light


Got the model Textured the floor with the exciting wood floor and the walls would be white, to keep all the scene texture constent


I found a problem with the pivots of the light, when ever I create a light it does not let me move it freely in the scene. As you see in the picture I created a spot light and it shows 2 pivot at the same time when ever it selected. Which means that If I try to move the spot light it keep its name still on the ground. So for the now I am going to move the master light controller 1st and then the aim. because I could not find any solution yet






Here I am fixing the edges of the door bottom because as you see they are open right now and I don't want any gap because I don't want any light casting or reflection coming form there. So I just selected the both the edges and bridge .


Here I was creating a bounding box around the model so that I can creat a volumetric fog


Turned on the depth man shadows of the spot light which is at the base of the door and also increased the filter rise unto 3 so that I won't get any noisy effect as well as the resolution.



Turned up the volume up 8 and turned on the auto volume


Created a transmute node and a pari volumetric node , the transmate node have ability to the the actual fog. where the pari node will be dragged din top the transmute node shape.


I turned the visibility off from the out bounding shape so it snot visible in the render, but this process dint work because it took more then 10 minutes to render 1 frame and the result was not as i desired. So I decided to working around with the spot light penumbra angle 


Here is a quick look of the normal angel of the spot light


Here is the penumbra angle look, this is a bit satisfying  



This test is of an area light which also looks alright but this is not giving me the accurate light. Because the light is casting under the door which is the around plain and I want the light to come form the gap between the door and the ground 

This process was a failure, but I figured out on how I could get the result with a different light source, because area light don't have much control as a spot light does.

                                     





This is light barn doors which gives access to the direction of the light, this process will help me to make the light coming more accurate underfed the door


This is the 1st attempt after setting a light .


Now I am setting the lights in every door so I can see who the lights interacting among each other and to also make the room brighter. As I was also told by the dynamic artist that keep the room bright so that the dynamics would be visible . SO keeping that in Mind I increased intensity of the light unto 5


Here is a quick render and a look how light is setup



This looks messy, the lights are not casting properly as I desired, so I am going to adjust every lights position so that they can cast properly



Here I am looking throughout the light and setting up its angel



This are the setting to get an access to the barn doors of the light as you see in the picture above it shows you an example of what barn door means



This result looks more accurate as I sedired after making some changes in final gathering, the pictures below will explain the setting I made.


Turn on final gather







This was the result after setting all the light to its location by the door. This result is what i want to achieve.