WIP : Procedural

PERSONAL WORK : Lighting & Rendering scene


Nicolas MARIE © 2021

What I have done :
   – Almost all aspects regarding set modeling
   – Some props assets come from Turbosquid or Quixel : oil lamp, foreground bush, water pot, chain, concrete stone, twigs
   – Char assets modeling come from Turbosquid
   – All aspects regarding shading, lighting and compositing
   – Procedural texturing even for dispacement, only 3 maps used : hdri, leaves cut-out, pit campfire embers emission channel (for now)

Softwares & Plugins :
   Maya, Mash, Arnold, Nuke

• Light Rig :
      + NATURAL LIGHTS
         |- Key light (sun) [AreaLight]
         |- Volume light (atmosphere) [SpotLight]
         |- Env light [hdri]
      + PRACTICAL LIGHTS
         |- Oil lamp light [MeshLight]
      + DRAMATIC LIGHTS
         |- Pit campfire light [MeshLight]
         |- Fill Light [AreaLight]
         |- Rim light (Highlight on planks, grasses) [AreaLight]
         |- Rim light (Highlight on hunter) [AreaLight]

What I wanted to do and how I did it :
   – At the beginning, it was supposed to be a study of a fully procedural wood material. I wanted to train my skills on wooden material. But over time I extended the concept to a full environment scene but still fully procedural.
This is my first time attempting a fully procedural thing (also last time ? 😅).

  INITIAL CONCEPT SKETCH
  

   LOW SAMPLE RENDERING & COMPOSITING TEST

   – To be continued…


See you next ! 😉