DigitalEro Offline

Help me with lighting please.

Sat, 25 May 2013 16:08:27

Bilge Rat 16

Hope someone can give me some tips, because this thing is driving me mad. I have painfully put together this scene, and for once I'm actually quite content with the animation part (even though it has very little resemblance with what I was trying to do, but that's another story). Now the thing is, I can't decide what to do with the light sources. As with my previous completed scenes, I tried putting up several random lights until they looked good. This time it isn't going to work and I have no idea what to do. All I know is that I want her right body side to be more visible. This is the raw scene: http://www.dumppix.com/viewer.php?file=1h465_sacwg.gif Anyone's got any ideas? :(
Sat, 25 May 2013 16:40:22

LordAardvark

The first step I always take when lighting a map is, if the map has any, take cues from the map itself. See that fish-tank? It'd emit a soft blue light. The lamp beside the bed? It'd emit a yellow-orange light. The mystical area in the top-right corner behind the bed (when facing the bed from the entrance) has an unexplainable purple glow in it - add a light there to carry that glow over. There are two general rules of thumb that I try to follow when adding light to my work: 1.) Never add a light directly where the camera is (which is to say, never add a light and not move it), unless its purpose is to make the entire scene brighter. 2.) Never use a pure white light, unless its purpose is to make the entire scene brighter. I recommend you try adding those lights I recommended, and see where it puts your animation. I think you'll find the lighting to be much fuller with just those lights. Beyond that point, you can add even more lights if you feel it appropriate. I also recommend you pay particular care to rim lights - lights behind the characters. They can add a lot of depth to the scene, and help outline where the characters end and the background scene begins. Depending on the angle and sharpness of your rim light, you can add a lot of different moods to the animation.
Mon, 27 May 2013 13:24:37

Bilge Rat 16

"LordAardvark" said ...
The first step I always take when lighting a map is, if the map has any, take cues from the map itself. See that fish-tank? It'd emit a soft blue light. The lamp beside the bed? It'd emit a yellow-orange light. The mystical area in the top-right corner behind the bed (when facing the bed from the entrance) has an unexplainable purple glow in it - add a light there to carry that glow over.
This is the first thing I've done, but lights placement is so weird in this map that simply extending them just won't cut it. This scene in particular, with that pov and positioning, needs a lot of extra lights to make the models look good.
"LordAardvark" said ...
I also recommend you pay particular care to rim lights - lights behind the characters. They can add a lot of depth to the scene, and help outline where the characters end and the background scene begins. Depending on the angle and sharpness of your rim light, you can add a lot of different moods to the animation.
I make extensive use of lights to underline silhouettes, maybe even too much. However, this time I didn't want to resort to that. My problem is more with direct or lighting. This is the best I could come up with. I must have used 3-4 new lights for this. :( http://www.dumppix.com/viewer.php?file= ... aNYIthIUfg http://www.dumppix.com/viewer.php?file= ... aNYK9hIUfg It doesn't look too bad, but now that I think of it, the mood of the scene is rather soft/intimate (or at least it's supposed to be), and the strong lighting goes against it, doesn't it?
Mon, 27 May 2013 14:16:11

TooL

Is there a way to turn off all the lights on this map in SFM like you can in Gmod? I attempted Pipedude's advice by typing "ent_fire" in console but I didn't see any additional options. Creating your own lighting would probably be better.
Mon, 27 May 2013 15:55:27

Ganonmaster

You can also reduce the tonemap scale in your camera. This darkens the scene, so you can increase the light intensity of your fill light. That way what's in the foreground stays lit, but the background is more subdued.
"TooL" said ...
Is there a way to turn off all the lights on this map in SFM like you can in Gmod? I attempted Pipedude's advice by typing "ent_fire" in console but I didn't see any additional options.
I never tried it, but you need to know the entity name for that to work. You can probably find out with some other commands, but I wouldn't know.
Mon, 27 May 2013 17:37:50

LordAardvark

If you want to darken the map, lower the tonemap scale and increase the intensity of your added lights, like has already been suggested. It works wonders. I've used it on a few my animations to varying degrees.
Tue, 28 May 2013 19:16:12

Bilge Rat 16

"TooL" said ...
Is there a way to turn off all the lights on this map in SFM like you can in Gmod? I attempted Pipedude's advice by typing "ent_fire" in console but I didn't see any additional options. Creating your own lighting would probably be better.
Every light source you see here is custom made (except the faint orange glow). With standard lights you wouldn't be able to see anything but shadows, they are very, very weak.
"Ganonmaster" said ...
You can also reduce the tonemap scale in your camera. This darkens the scene, so you can increase the light intensity of your fill light. That way what's in the foreground stays lit, but the background is more subdued.
Neat trick that one, thanks. It does lead to some interesting results. I was fine with the background lighting so I ended up reverting it, but it helped me balancing the lights. http://www.dumppix.com/viewer.php?file= ... g10o40.gif Is it better now?
Wed, 29 May 2013 13:41:57

TooL

How do I adjust the tonemap scale on lights and cameras? Btw you can toggle the lamp with "ent_fire light_on" and "ent_fire light_off" respectively. I also never noted how hot that animation was, Bilge. Samara is a goddess :twisted:
Wed, 29 May 2013 21:05:54

Bilge Rat 16

In SFM? You need to set up a "new animation for existing elements" for the camera you want to use, and then adjust the slider. And thanks. :)