Jaria


1- slight perspective issues on several buildings
2- half-way to black is a bit off, since you're using 60% brightness for the fully lit planes on buildings, you should go down to 30% for the unlit parts.
3- cast shadow of the tower should merge with the cast shadow of the ledge, there shouldn't be 2 different values (it's just the building being unlit)
4A - The tower's cast shadow is extending too much, it should've ended where there diagonal drawn form the the tip of the tower intersects the cast shadow
4B - cast shadow construction is a bit off, you forgot to cast the shadow from the hidden planes
5- wrong values here, ground cannot go brighter than 40-45% even when fully lit, since we are dealing with matte materials
Elkhan
Not much to add here, all requirements are met. Good job!
Nick

1- you forgot to cast the shadow from the hidden plane on the fg building. You gave it the cast shadow of a think plank instead of 3d prism
2- side and top planes of the lit side should have some value differences
Abby
Good work overall, just one small thing I could comment on:
Spotlight cannot light the tower's surface to be brighter than its local colour/max value of 46%
Zach

Like we discussed in class, your submission had too much atmospheric perspective and bloom effects. The goal of the exercise is to flex your technical muscles and constructs believable cast shadows and assign proper values to these matte materials.
I'm also pointing out cast shadows that you added that would be difficult to reproduce based on the lighting of the scene. Adding those helped the composition, but they should be logical so that your design can be reproduced in a 3D scene.
Beth

Good overall, the main issue is that your half-way to black is a off. Since you're using 75% brightness for the fully lit planes on buildings, the shadow part shouldn't be darker than 37%.
Sally

Great work overall, some small things:
1- could've used a slightly different ground plane angle for the light source to have more 3D-looking cast shadows (so that not just 1 side is casting a shadow
2- The cast shadow of the ledge shouldn't go that far (it's not extending out that much)
Lastly, the spotlight could have a circular 'glow' on the ground plane, since based on how strong the middle section of the light is, the falloff isn't huge
Efe

Good job overall, the added lights are well done
1- slightly off with your half-way to black values, I tweaked them a bit.
2- there are some value gradients that can't be explained logically
Lena

There mostly some cast shadow construction problems. Since you chose such a low light angle (the magenta diagonal), cast shadows in your scene would be fairly long. Your value assignments are good overall.
1A- Missing the cast shadow from the hidden plane
1B- Missing cast shadow from ledges
1C- The '1B' building's cast shadow would likely obscure most of the '1C' building
2- The cast shadow from the ledge/roof of the building to the middle-right would extend quite far, again due to the diagonal angle you chose. It should probably cast a shadow to the base of the tower.
Jessica

Good overall, a few things to watch out for:
1- This plane should be in shadow
2- side and top planes of the lit side should have some value differences
3- Bounce light is excessive/not realistic here. There aren't enought bright planes to bounce the light into these areas. There should be some occlusion instead.
4- the cast shadow here should be parallel to the edge of the form
Not much to add for the added lights, good job.
Krist
Excellent work, nothing to add!
Dani
1- Value assignment is wrong. If the matte material's shadow value is 20%, then its brightest lit side should be 40% at most. Same for the ground plane, you have 58%/24%, should be either 58%/29% or 48%/24% (math error?)
2- could've used a slightly different ground plane angle for the light source to have more 3D-looking cast shadows (so that not just 1 side is casting a shadow
3- keep the value across the same plane consistent, since it's under sunlight and matte
Ro

Unfortunately, I have to call you out for underdelivering. You didn't add the extra lights, and there are fundamental mistakes with the other components of this assignment. If there were anything unclear from what we discussed in-class, please reach out to me or your classmates with questions!
1- keep the value across the same plane consistent, since it's under sunlight and matte
2- value assignment is wrong. If the matte material's shadow value is 15%, then the brightest lit side should be 30%
3- your cast shadows have some big construction problems, it seems like some of it was arbitrary instead of following some of the rules of light and shadow.
Alex

1- The major problem you have is that you are giving unlit sides/areas different shadow values. Shadow does not make another shadow darker when there's only one main light source. I corrected some of that on the building on the right.
2- keep the value across the same plane consistent, since it's under sunlight and matte
3- you didn't add a spotlight to your scene
Miguel

1- Value assignment is wrong. If the matte material's shadow value is 27%, then its brightest lit side should be 54% at most. If the ground plane's shadow value is 35%, then the light part should be 70%.
2- Missing the cast shadow from the hidden planes
3- spotlight should light up the plane here, there would be a disk-shaped 'glow'
4- this building's shadow value is 16%, so even with the spotlight lighting it it shouldn't go over 32% in brightness
Jin

1- Value assignment is wrong. If the matte material's lit side 80% brightness, its shadow value shouldn't go lower that 40%.
2- There shouldn't be a second cast shadow. The fill light is much weaker than natural sunlight.
3- The foreground buildings are lit from a different angle than the main light source. If it was the effect of the ambient light in the middle of the scene, the cast shadow's edge would be very very soft.
4- the spotlights' bulb would reach pure white, based on the stregth of the light cone you gave them
Seif

Good work overall!
1- The lit plane is 68%, so the shadow shouldn't go lower than 34%
Generally speaking, the occlusions are just a bit too strong.
2- this lightbulb is lighting the surface beyond it max possible value of 63% (it goes up to 75%)
3- I think you would see a bit of the ledge's cast shadow. It also helps make the forms more readable.
Rajdeep

A few small things:
1- Half-way to black is not applied properly to the ground.
2- Cast shadow construction issue: these should be vertical like the edge that is casting it, since the planes that are receiving it are also vertical and not inclined.
3- Bounce light on this plane is a bit too strong, make it disconnected from the bottom block.
4- ledge cast shadow should look like this
Ben

1- The lit side is too bright compared to the shaded size (64% vs 28%)
2- Spotlight's glow should be bigger, based on how shar the big you made the light cone
3- Those point lights wouldn't affect the floor. The 'glow' around them and how much they light up the side of the building = their falloff
4- Maybe rushed this cast shadow a little :)
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