Tutorial_Various_Lightning_Technics.pdf

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Content:
1. Introduction 01
2. Three Lights Scene 02
3. The Sphere of Lights 06
4. Mental Ray 10
5. An Example 11
6. Link List 15
1. Introduction
In this short article we want to
explain the 3 basic methods of
lightning. This tutorial is focused
on bloody beginners and should
help them to choose the right
lightning technic for their projects.
The three lights scene is very
easy to handle: Just place 3
different spot-lights around the
scene. Although the results look
quite good for CG-art, real
ÐfreaksÑ canÓt be satisified with
this kind of lightning, me included.
Therefore another solution exists.
The ÐSphere of LightsÑ, which
is a a dome of lights that give
nice soft shadows.
The results are quite amazing but
the script creates hundreds of
spotlights around the scene which
make the handling a bit
complicated.
The last solution is Mental Ray a
Renderer that comes with
3dsmax6. With the help of this
renderer you can create
photorealistc effects that are not
feasible with the normal scanline
renderer
Lightning is one of the most
important things in CG-art. Ever
since CG exists, artists wanted to
create perfect copies of real life.
One big problem was lighting up
the scene.
Where to put the different spots
to get a half-decent result?
The three lightning techniques
are: The three lights scene, the
sphere of lights and lightning
with mental ray.
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2.1. The Key Î Light
color. Key-Lights have to create
shadows, therefore you have to
activate them.
The Key-Light is responsible for
the main illumination of the scene
and defines the angle where the
basic light comes from.
In the picture on the right, the
Key light is placed on the right
hand side of the camera. It is the
strongest light in the scene and
therefore creates the darkest
shadows.
Here you can use a multiplier-
amount of 1 and a bright white
In real life, (in most cases) the
KeyÎLight comes from top (the
sun or the lamp in your living
room) so you can take it as a rule
of thumb to place the KeyÎLight
always above the object.
You can easily remember to place
it in an angle of 45  from the
objects front and height.
2. Three Lights Scene
The three different lights are:
the Key-Light
It is true that there are absolulty
no lightning rules and that every
scene has its own lightning
positions although there exist
three types of basic-lights which
can be found again and again.
the Fill-Light and
the Back-Light
The picture seen above was found
in the book: 3d Studio Max R3
Î Professional 3d Effects from
Jon A. Bell and describes the
three different light positions very
well.
ItÓs the basic lightning technic
used in 3dsmax.
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For example: if your object is
placed 0/0/0 and your camera is
placed 0/100/0, itÓs a good idea to
place the Key-light at
100/100/100 or
Î100/100/100
so: either left- or right hand side
of the camera and a bit above.
2.2. The Fill Î Light
They illuminate only parts of the
object that are not directly
effected by the Key-Light, but
would be effected with the help of
other objects in real life.
With the help of the Fill-Light
you can also fake reflections or a
second light source.
your scene settings.
The FillÎLight supplements the
Key-Light. It creates a smooth
atmosphere and brings out the
details of the objects. By doing so,
it dimly lits the dark parts created
by the Key-Light.
Just take a look at the picture on
the right. With the help of a
second Spotlight I was able to
light up the scene.
Fill-Lights have no fix place and
no fix amount as Fill-Lights
simulate the light that is reflected
from other objects. The first pic
on the previous page shows the
Fill-Light on the left hand side of
the camera.
You can use eihter Spots or
Omnis for Fill-Lights and you
should change the bright white
color into a soft tone.
The Key-Light is always the first
light to be created, although using
only the Key-Light will result in a
very flat looking image. Just take
a look at the picture of the teapot
on the previous page where I only
used a simple Spot representing
the Key-Light.
Fill-Lights are NOT as strong as
Key-Lights. Use a Multiplier-
amount of 0.5 (or lower) for Fill-
Lights, but that really depends on
In real life every object immits
and emmits parts of the light. The
emmited light lights up other
objects and gets immited and
emmited again. This effect is
called ÐradiosityÑ
You can see that the shadows are
very strong and parts of the pot
are completely black. So: using
only the Key-Light makes your
scene look really dark. To get rid
of this effect, we have to create
the Fill-light.
As a matter of fact this kind of
effect is rather complicated to
simulate within a 3d software.
To simulate ÐradiosityÑ, FillÎ
Lights are used.
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Normally Fill-Lights are too weak
to produce shadows so you do not
have to activate them. If you
really want to use shadows you
should change the shadow
parameters. Lower the Ðobject
shadow densityÑ to 0.5 or even
lower. At the same time you have
to raise the ÐSample RangeÑ to
10 (again: those values strongly
depend on your scene)
2.3. The Back Î Light
With the help of those settings
you should be able to create the
basic lightning of your scene.
have some light coloring.
The Back-Light illuminates the
boarders of an object to highlight
it from the background.
Thus, Back-Lights help to define
an object.
The Back-Light defines the back
of your objects by illuminating the
boarders.
Like the Fill-Light it is used as an
indirect light-source and can only
create soft shadows.
The Key-Light always represents
the main lightsource and creates
the darkest shadows.
The Fill-Light helps to light up
the whole scene, especially the
areas that are not illuminated by
the Key-Light. It can only create
very soft shadows and should
Back-Lights are placed
diagonally opposite the Key-Light
and a bit above. You can use the
same settings similar to the Fill-
Light.
Again, the Back-Light creates
only very soft shadows so keep in
mind to raise the ÐSample RageÑ.
Beside those three main Light-
Types, there exist a lot of others
as well.
With those settings the Fill-Light
will produce very soft shadows.
Higher sample range causes
soft-edged shadows
Contrary to the Fill-Lights, you
should always use Back-Lights
as they increase the realism of
your scene.
The picture on the right shows the
final result of my small sample
scene with all three lights
activated.
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Other types are artificial light
sources like desk-lamps,
headlights, flashlights or open
fire. To simulate these kinds of
light-sources you should use Lens-
Effect-Glow or other Video-Post-
Stuff to illuminate the object (ex.:
a bulb)
BUT there exists at least ONE
rule you must take care of:
In this short article I do not want
to differ between indoor and
outdoor lightning as this topic
could fill libraries.
All I can do is to give you a short
overview and some rules of thumb
you should take care of when
working with 3dsmax and lights.
NEVER ever place a light directly
behind the camera!! Although the
light would be very consistant it
would ruin the 3rd dimension. By
placing a lightsource behind the
camera you would create the
effect of a flattened image.
If you do not know how to work
with Video-Post please use the
online help of 3dsmax ( ÐF1Ñ )
Keep in mind that lights have the
aim to create a dimension either
by lighting up only parts of the
objects or by creating real
shadows.
As I told you before:
In real life every object immits
and emits parts of the light. The
emited light lights up other
objects and gets immited and
emited again. This effect is called
ÐradiosityÑ
In summary it can be ascertained
that the three-point-lightning is
basically used to display 3-
dimensional objects in a 2d
picture. In an illuminated scene,
every lightsource serves a
purpose (Key-Light, Fill-Light or
Back-Light).
Well, thatÓs it from the simpliest
form of lighting up a scene in
3dsmax. You can use this form of
lightning if you have created just
one model and want to present it
like a photographer in his studio.
By creating more complicated
scenes, the lightning gets more
complicated as well.
It is hard to create a Ðradiosity-
like-effectÑ with just Fill-Lights.
The problem is that those
guidelines are very flexible as
there exist no rules in art.
To get the effect of radiosity a
little script exists which can create
a Ðsphere of lightsÑ.
The Ðsphere of lightsÑ is the
next step towards reality.
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