Lighting Practice

Hi there! I was following a lighting tutorial and decided to make my own scene. There’s no reference, I just randomly took the assets from PolyHaven. I feel like the scene is almost done, but something is still off. Maybe it’s also the lighting, idk.:smiling_face_with_tear: Can I ask some feedbacks and suggestions from you guys?

(And please let me know which rendering attempt you prefer. :smiling_face: )


Rendering attempt 1 (with fog and dust)

Rendering attempt 2 (without fog and dust)

Viewport Display

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I am not expert in things like this, but the stuff that strikes me as “off” are:

  • the water — water doesn’t do that. Have you tried using Blender’s physics sim for the water surface? It’s actually pretty easy to set up and produces amazing results.
  • that hanging bunch of leaves looks too CG to me. Too much clumping, not enough variation.
  • the texturing on the tree bark is unnatural. You can actually see where someone used a paint program to draw lighter colors on the bark.
  • while stylisticly nice, the lighting difference between the foreground and background are not natural. Sunlight hitting up bright foreground greens should be making those leaves in the background trees a much healthier variation in greens, even through the light mists.
  • the DOF seems a litte off to me too
  • the lighting is very flat. That is not wrong — many days are just like this in the right weather.
  • do I see a harsh shadow outline of the cat on that tree trunk? ouch. Unlink the tree trunk from that lamp’s effects.
  • framing! you need to tighten up the image! I know it is really hard to cut so much out of an image, but it makes a huge difference in composition. Here is my very, very inexpert quick chop using GIMP. (You should definitely take your time to do a much better job than I did.)

I like the cat sculpture staring into the water. That is a nice bit. Maybe a hint of color under the water to suggest he is staring at fish or something?

I look forward to what you do with this.

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Thanks Michael! I will work on what you suggested.

Yeah, that’s me when I used a spot light with texture node. Should I turn it off?

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I like that. It could also represent reflections/caustics from the water’s surface.

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Ah, that makes sense. Yeah, that’s messing with me. It is shining in the opposite direction as the rest of the outdoor lighting and I see no indication that the water has enough light on it to produce caustics like that.

Remember, though, that just because I don’t personally think it needs it, that’s just my off-the-cuff armchair expert remarks. Ultimately the image has to work for you and produce the result you want. When playing with images (and even in IRL photography) you often mess with parameters like light to get an effect you want to see.

EDIT. Something worth noting (and that I had a hard time learning) was that often a sharper contrast between lights and darks produces a better image, even at the cost of apparent loss of detail.

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Hey, just wanted to head you up with an update. Here’s what I did:

  • Changed the background lighting with an HDRI environment.
  • Added more trees in the background.
  • Changed the key light as I was picturing a summer noon time in the woods.
  • Redid the water with Blender physics. (I was trying to make a still water with small waves.)
  • Minor modifications with plants, fogs, and dust.

* I did put some fish into the water, but it’s kinda hard to see with this angle. I hope that small waves is convincing.:sweat_smile:

Render vs. Composition

I’m hoping that this is slightly better? Looking forward to hear more feedback :slight_smile:

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Superior — much improved. I am wholly impressed.

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How does that work? Can you link procedural textures like noise or voronoi to light? And project patterns as a result? Or only image textures?

A great image, in any case!

Thanks, Alan! Yes, I used the procedural textures by following this tutorial: https://youtu.be/X9YmJ0zGWHw?si=4MHpeLoCZhEHz-Gz

You can check “Use Nodes” and paste the texture nodes to the light.

Just tried out a few different camera angles and focal length, with enhanced lightings.

(focal length: 200mm)

(The fish are somewhat visible in this one. Can you spot them? :fish: :fish: :fish:)

The only thing is that I can’t make real-time caustics of the water. Fake texture is good, but I want to make it accurate. :see_no_evil_monkey:

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That very last one (24) is excellent.
I already set 21 as my desktop background. (It’s my current favorite, though 24 almost beat it.)

(The framing in 26 is off-center, and there isn’t enough action in the water for a still image to justify it.)

I wouldn’t worry too much about caustics in an outdoor condition such as you have, but for in-pool caustics Blender can do that for you as well. Again, YouTube has a number of tutorials on setting it up, and it is shockingly easy.

Here in NJ we have a more brackish water (that we call “cedar water”) — there’s nothing wrong with it, just not that clear — your water is otherworldly by comparison, lol.

Very nice!

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Wow thank you!

That means a lot to me :smiling_face_with_three_hearts: :smiling_face_with_tear: (happy tears)

I see. I will take a look at the tutorials. I’ve seen some people use Unity/UE to make a very good interactive caustics. I don’t know if Blender can do that. I will dive into it as well.

Ahh, that’s cool. It’s interesting to know! I’ll pretend that mine is “cedar water” as well :stuck_out_tongue:

Caustics that are generated at the water’s surface and scattered into the surroundings (reflective)? Or caustics that act below the water’s surface at the bottom of the lake (refractive)?

The refractive one. Here’s a reference photo that I found. I wanted to create something like this:

You then have two options: NMEE Shadow Caustics and “natural” caustics via pathguiding. The latter are often the better choice, IMHO, because they aren’t limited to caustics in the shadows - but for underwater scenes, this often doesn’t matter, since there are practically always shadow areas involved. :slight_smile: Pathguiding renders more slowly, as it (unfortunately) doesn’t work with GPU rendering. This feature is supposed to be added eventually. :slight_smile:

The results vary greatly depending on the type of light source, its position, its intensity, etc.

If you don’t want any reflections above the water’s surface (often more pronounced with pathguiding), you can completely disable reflective caustics in the general render settings. And with NMEE caustics, you can decide which objects should be included (receive/cast).

If you need tips on setting up either method, let me know. NMEE is somewhat spread across several settings and tabs.


Pathguiding


NMEE

pathguiding-cpu-caustics.blend (135.9 KB)

nmee-shadow-caustics.blend (136.3 KB)

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Thank you! Wow this is very helpful. I’ll try it out and let you know :smiley:

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Hey, I got very insteresting results. :smiley:

I used Dynamic Paint to create small rippling waves. The pathguiding method gives me very good refractive caustics for the waves. And…it’s indeed slow to render (6 minutes with 800 samples).:smiling_face_with_tear: Whereas the MNEE doesn’t give me any response.

pathguiding

MNEE

They both work well with Ocean Modifier waves, though. Could Dynamic Paint waves be an edge case for MNEE caustics? :thinking: :see_no_evil_monkey: (I didn’t change any other setups.)

For NMEE caustics, you need to configure various settings to specify which objects emit caustics and which receive them. This is primarily done in “Object Properties” under the “Shading” section.

For example, for the seabed, it would look like this:

For each object in the scene that should represent caustics, you have to individually check “receive”. For the water surface in the same section, you would then check “cast”.

In the “Render Properties” settings, you should set the Glossy filter to 0 (if you haven’t already).

Then it should work :slight_smile:

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Wow :heart_eyes: Looks phantastic.

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Thanks! I just double checked my settings, and they were done like you just showed. :slightly_smiling_face:

ocean modifier (left) | dynamic paint (right)

I also tried to play around with the Max Bounces in Light Paths, especially Transmission. Still didn’t work. I’m trying to figure it out. :slightly_smiling_face: