Simon Buz (svetimas)

29 replies · posted

BC4-1810 Homework, Simon Buz

Jumping into train for homeworks.

Lighting a Simple Bedroom


Toy truck


Shading sports car

  • That's a solid start.  Are you going for carbon fiber on the bumper and hood?

  • crew

    Welcome to the cass svetimas - and with a bang no less. Love the start to the vehicle. It doesn't quite read like carbon fiber to me but a pretty cool pattern nonetheless. Can't wait to see more!

    • theluthier Thanks. Now I tried to fix that look but as I understand in EEVEE there is no anisotropic shader and the option with Principled BSDF shader doesn't work as it should (or at least I haven't made it to work).

      I spent all the evening trying to figure out why do then I change the material the object doesn't change at all. And only after a long time I accidentally noticed that I had duplicated the same object and it was on top on each other...  Oh well, at least the paint of the car remains unscratched and clean :D Only the wheels suffered some damage.


    • crew

      svetimas First of all, nice job on week 1 homework! It definitely counts. My only note is that the night time lamps are a little too strong imo. I'd love to see some bluish shadows/darkness in the room. Currently the whole room is lit up in a bright orangy-yellow. I like that color but it shouldn't be powerful enough to make the scene monochromatic. Still it's an A for week 1 👍

      Now how about that carbon fiber! It looks so good; so crispy and sharp. It's an excellent effect. Car paint looks good too. Love the leather material on the interior though I think the pattern could be shrunk a little bit; scale seems a touch too large. I like the effort to add scratch wear on the rims. But I think it's too strong. Rather than big gashes, I would try to tone it down in color and bump so it's a little more subtle.

      Really nice work though. An A from me!

      Are you planning to do the light match exercise?


    • theluthier Thanks for advices! Yeah, I'm on the level then you think "the more - the better". But doing more stuff will led to skill not to overdo things.  And there is still a lot of mystery for me how you (and other mentors) manipulate procedural textures to get desired results. I have recently watched wood shading lesson and it left me scratching my head and thinking how can one think about manipulating with nodes in such way...

      I will go for light match but I might finish it only on weekend. As I understand the same lighting exercise would be legit to use in character shading homework for week 3?

    • crew

      svetimas Honestly the issue of overdoing things is better than under-doing them imo. I find its easier for people to go too far and learn to dial it back than it is for people to be timid in not going far enough and learn how to push it further.

      Procedural texture nodes is a pandora's box for sure. There's so much potential for what can be done that I still feel I've only scratched the surface. Bartek's wood shader blew my mind about what he was able to do with nodes. I know the feeling lol.

      As I understand the same lighting exercise would be legit to use in character shading homework for week 3?

      I'm not exactly sure what you mean. I've assigned another light match exercise but it won't count if people submit week 2's light match for week 3. I want to see a unique light match each week.

  • Here is my try to come closer as I can with a lighting match exercise. I have used this character for lighting purpose but had no luck to put it into the same pose as reference image. As I took an image as reference i couldn't be sure for accurate shadow positions. Nonetheless, I have tried to get as close as I can (for my level) and here is my submission:

    • svetimas It's a good match.  The shadows are a little harsh in your match, but increasing the size of the lamps should help with that.  The shadows are also more grey than black in your match compared to the goal, so maybe that has something to do with the world color.  Otherwise, good work.


    • svetimas good work . like how you managed to get the rim lights on the body as it should looking at the goal .
      can i ask how you did the carbon fiber ? that was really amazing done . so i am kinda curious :p

    • yyukinoh1989 There's a course in the Shaderforge section that talks about carbon fiber.


    • svetimas for the most part, I agree, it looks pretty good.  think yours might a slight bit more roughness on teh base? maybe? Or maybe yours has too much fill or ambient light.


    • silentheart00 thank you :D . didnt knew there was a tutorial here about it :p should checked it xD .


    • yyukinoh1989 Yes, I used this course silentheart00  mentioned as a base for carbon fiber. Thought in 2.8 EEVEE gives a bit different result so you will have to play a bit with components and settings. And later watch the wood shader tutorial, it will blow of your mind completely :)


      This carbon shader should be a good base for a cloth too but still I haven't  got a good result. If someone manages to make a good cloth please share how you achieved it.


    • silentheart00 In the reference image the shadows close to the legs are pretty harsh but they become blurred out the farther they get from the subject. I couldn't achieve such lighting. Maybe I had to put double lamps, like one bigger and other one smaller but not so intense. I also took your other advise about world color. I guess it didint helped a lot with shadow color on the ground but shadows on the character now look more deep. Thanks for tip!


      gradyp You mean ambient occlusion or World color? I have turned of ambient occlusion and made world color almost black. I completely agree about fill light but at the moment I use 7 lights and now I am in position if I change ones settings to fix one thing I usually break the other.

    • svetimas Yeah, the lighting match looks better.  Good work.  For Eevee, the last I heard AO node isn't working, but turning on AO in the Render Settings has a little bit of an effect.

  • Working on character shading. Still trying to find out how to bring ambient Occlusion into shader nodes. Is the only option to bake AO and bring it on as a texture?



    • svetimas Hello! There's an AO node you could try, Input->Ambient Occlusion. I usually connect it to the base color. I don't know if it could work better somewhere else, but it does it's job!

  • I haven't managed to make AO shader  work (I'm using 2.79)  so it will be as as is now.


  • crew

    Good work this week svetimas! Your light match is really close. It was a good idea to adjust the contrast; much closer than it was initially. I love the prominent rim light.

    However, 7 lights is way too many than should be needed for this setup. The busy shadows on the ground are a distraction. Could you post a screenshot of what your lamp objects look like in the viewport?

    All things considered, it's a B+ from me.

    Your character lighting looks pretty good though the quality is overshadowed for me by random procedural textures. The red fabric candy corn, the yellow blobby pants, and the orangy iron-ish back pouch. The green skin and eye veins make the most sense, but overall the character feels more like a material experiment than an intentional character render. That's not to suggest you haven't worked hard on playing with these various procedural textures! I know that's a lot of work and a tricky endeavor. But right now it's a little to random as a *character* render.

    It's a C+ from me.