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Week 6

Blog post description.

THE MILL X SCAD

Emma L Schaberg

10/24/20232 min read

Lighting Shot 4

Over the weekend, I spent time going back into shot 4 following the mentors notes about its lighting and its feeling of being disconnected. Specifically, in the previous week the lighting felt different on the vespa then in the environment. I noticed this when working on it in week 5 since the large dome cast the vespa in complete shadow from the light direction. This week, I am not going to use separate lights to light the vespa without any direction.

To begin, I wanted to keep the direction lighting in the background because of the positive feedback, but somehow get that same lighting to hit the vespa. Since there is a roof above the vespa, I wanted to see how I could use a duplicate of the same light to angle through the roof. This way, it could hit the vespa as if the lighting was coming from that light source above. I used a chrome sphere to aid in seeing the direction of the sky behind me.

Meanwhile, I was also adjusting the lighting parameters within the RS lights to affect global illumination, since the previous render had such dark contrast. My goal was to introduce more bounce light around the scene that was working so well in the upper left-hand corner from the floor bounce. However, this render felt like it was too pushed and the light was too intense.

As you can see, for testing purposes I forced GI to 22 to see its effect.

As I was lighting, I was continuously comparing to our reference image, but taking it with a grain of salt because we wanted our vespa to be illuminated by light instead of completely cast in shadow.

To introduce more overall lighting, I added sphere lights around the hall as we saw in another one of our references. However, I didn't like the procedural appearance or simplicity. So, i opted for a streetlamp wall light, and brought down the intensity of both the lights and the overhead lighting coming from the roof.

Here is a screencap of my most recent lighting that I sentled on for render, but comparing the two lighting options, I want to introuce more wall lighting to give the reflections on the floor.

Looking at the seat, I also noticed I needed to adjust the texture. Part of my independent study is to examine the relationship between look-dev and lighting. At firrst, I thought the