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Essential CG Lighting Techniques with 3ds Max P2


16 ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX indoor shot if the main light source is a window. This also applies conversely: indoor film is generally used for outdoor night scenes, as the dominant light in this situation would be artificial lights. For an outdoor rendering, if you wanted to mimic daylight- balanced film, you’d start with a color balance of 5500 K. Your light representing the direct sun, depending on the time of day, would, according to Table 2.01, have a color temperature of somewhere between 4300 K and 5000 K. Being slightly less than your chosen color balance of 5500 K, you’d give this light a yellow tint, with the saturation increasing the lower the value. The light from the sky would be given a saturated blue tint, as its color temperature is much higher than your 5500 K color balance. However, the saturation of these tints is something ultimately left to your own assessment. Furthermore, in reality outdoor illumination is made up of many more colors, due to the way in which the sun’s light reflects off objects in the environment, bringing into the scene light tinted with the colors of these reflecting objects. Take a look at your scene and the principal colors of the largest surrounding objects. For example, if your scene were set against a backdrop of a large brick wall, the red color of the light bouncing from the bricks would have to be imparted to your lighting scheme. For lighting scenarios where the dominant light source was artificial, the same principles would apply, though you’d be working with a color balance of 3200 K to mimic tungsten- balanced film. The lights that would have a lower temperature and thus have to be given a yellow tint would now be things like domestic lights. Direct sunlight, however, would now be of a higher color temperature and thus would be given a blue tint, unless it was sunrise or sunset. The colors of the light bouncing off the walls, floor and ceiling of the environment would still also have to be taken into consideration. One final thing of note is fluorescent lighting, which has a high color temperature range – from 3200 K to 7500 K. Whilst this is straightforward with a 3200 K color balance representing tungsten-balanced film – all fluorescent sources invariably should be tinted blue – with 5500 K as a chosen color balance, should a fluorescent light be tinted blue, yellow or red? The answer depends on what atmosphere you’re trying to create. However, for all situations, no matter what the color balance selected, fluorescent light invariably looks more obviously flourescent when it has been tinted green, as this color emphasizes the artificial light. Shots from movies using this type of lighting will often be graded to look more green to emphasize this artificial atmosphere. There is certainly no such thing in photography as correct results and the hue, saturation and brightness of any light will appear differently for each individual, producing different colors in the CHAPTER 2 > A LITTLE LIGHT THEORY 17 print. This is due to a number of factors: the color balance of the film (which is invariably daylight-balanced); the tint of the flash bulb used; and the filters used by the processing laboratory. Indeed, just as sometimes happens in the world of photography, you might want to throw this whole system out of the window and instead concentrate on a more stylized look. In this case the tinting of lights is still best done by eye, but as with all things, it’s ideal to understand how to best use the rules of color balance before you can break them. The behavior of light Light obeys a whole heap of rules, some relevant for understanding lighting in CG, some not so relevant. One rule that certainly is very pertinent to the world of 3D is the inverse square law. This explains how light fades over distance. Indeed, this law is applicable to all types of radiation and it is perhaps most easily explained by considering heat. If you walked slowly towards a fire, you would feel yourself getting gradually hotter. However, the rate at which you would get hotter would not increase uniformly as you approached; you would feel a slow increase early on, but as you got closer and closer to the fire, you’d feel a very rapid increase in heat. This is the inverse square law in action. The way in which light fades from its source also obeys this law. The light’s luminosity (the light’s energy emission per second) does not change; what alters is the light’s brightness as perceived by the viewer. As light travels further away from its source, it covers more area and this is what makes it lose its intensity, fading according to the reciprocal of the square of the Figure 2.08 The inverse square law in action 18 ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX distance. For example, at two meters away from the source it has lost a quarter of its intensity compared with its intensity at one meter from the source. This is simply because the area it has to cover is four times bigger, so the light is spread over four times the area. At three meters, it’s lost a ninth of its intensity compared with its intensity at one meter, because it is spread over nine times the area. This law is important in 3D because this is how real lights behave, and though 3D solutions have an option to turn this behavior on, most in fact have this off as a default unless you are working with photometric lights and radiosity, but we’ll go into this in more detail when we examine the anatomy of a light later in this section. Light also obeys the simple law of reflection, which you might remember from physics class. This explains how light is reflected from a surface. The law states that the angle of reflection equals the angle of incidence, which is measured relative to the surface’s normal at the point of incidence. The simulation of this law in CG takes place using a rendering process called raytracing, which simulates accurate reflections and refractions. This second term, refraction, describes how light bends and obeys Snell’s law, which concerns transparent and semi- transparent objects. Basically this determines the extent of refraction when light passes between different materials. This bending causes the distortion that you can see by looking at a lens. There is no need to explain Snell’s law itself, it is simpler to explain what determines how much the light will bend: the index of refraction. This number is calculated by taking the speed of light in a vacuum and dividing it by the speed of light in a material. Since light never travels faster than in a vacuum, this value never goes below 1.0 for basic applications. At this value there will be no bending of light and as this value increases up to 2.0 and Table 2.02 Typical Index of Refraction (IOR) settings Material IOR Air 1.0003 Alcohol 1.329 Water 1.330 Ice 1.333 Glass 1.500 Emerald 1.570 Ruby 1.770 Sapphire 1.770 Crystal 2.000 Diamond 2.419 CHAPTER 2 > A LITTLE LIGHT THEORY 19 Figure 2.09 Glass is rendered with an IOR of 1.5 Image courtesy of: Antoine Magnien [email protected] 20 ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX beyond, the amount of distortion will increase. Table 2.02, on page 18, lists the index of refraction for several materials, with Figure 2.08 demonstrating how these values appear once rendered in 3ds Max. Understanding the qualities of light The eye is one of the most incredible and intricate of our organs; yet seeing is so undemanding that it’s very rarely that we tend to give this ability a second thought. We are so used to looking in fact, that we can easily spot when something, especially in CG, does not look quite right. To ensure that your lighting efforts in 3D appear convincing, there are several characteristics that make a light source look real, and these qualities of light must be thoroughly understood and simulated in 3D. You might have at some point come across the term ‘quality of light’, which is a subjective term that means different things to different people. If you gave several Directors of Photography (DoP) the task of lighting a movie scene, you’d undoubtedly get very individual and different results, as diverse as the DoPs’ imaginations. First, considering the space that the DoP has to light, each would refer to the script and consider the events, emotions and personalities of the story before arriving at a solution, or possibly even several potential approaches towards a solution. If you then examined each individual’s lighting schemes, you’d no doubt get a wide range of variations that might go from the gritty and realistic to the sumptuous and glamorous. Depending on the nature of the scene, the results might equally be slick and Figure 2.10 Hard light is overused in CG due to it being closer to most 3D applications’ default settings CHAPTER 2 > A LITTLE LIGHT THEORY 21 clean or futuristic and stylized. The lighting does not have to follow the script literally: a miserable situation placed within a sunny scene might seem more compelling, particularly if this irony is reflected elsewhere in the script. Matching the lighting to a story can be done in a practically infinite number of ways, and each DoP’s set-up would be quite individual. If you then attempted to sit in front of these different versions and categorize the qualities of the lighting in each instance, you’d end up with a long list indeed. If you examined the work of Darius Khondji, for instance, you’d undoubtedly dwell on the way the soft light wraps around its subjects and the way this contrasts with other more hard light sources. Khondji has become renowned for his expressionistic look and his use of soft lighting techniques in such films as The Ruins, Delicatessen, The Beach, Se7en, which featured a bleak color-noir style, and Evita, for which he won an Academy award for Best Cinematography. Khondji’s soft-lit style became fashionable due partly to the advances in lighting equipment. However, were you to view the lighting efforts of not just Khondji, but the other DoPs you’d given the same task to, you’d find yourself describing not just the soft and hard aspects of lights. Your descriptions would also concern the intensities and Figure 2.11 colors used, the shapes and patterns that the lights form, and Soft light is a little more difficult to the way in which these shadows move. You could go on to achieve, but looks much better 22 ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX describe the motivation behind the light, whether it’s natural or artificial and whether it relates to a visible source in the scene. However, if you attempted to categorize these many different descriptions under as few headings as possible, you’d probably come up with something based around the following: animation, color, intensity, motivation, shadows, softness and throw. You might come up with more or less categories, depending on how much you think that shadows and throw were part of the same thing, or whether you think animation is a quality of light. Anyway, looking at these rough categories, if you tried to put them into some kind of logical order, you might put intensity first, followed by color, softness, animation, shadows and finally motivation. This would depend on what your role was; if you asked Darius Khondji, he’d probably put softness nearer the top of the list. However, these have been ordered as such from the point of view of a CG professional. Intensity The primary reason why intensity is top of our list is because of its role as one of the most obvious and perceptible qualities of light. The light with the strongest intensity in a scene is known as the dominant light and will cast the most noticeable shadows. Indeed, in cinematography’s established three-point lighting system, it is this dominant light that is considered the key light. This system of lighting is heavily applied to CG and is described in considerable depth in the following techniques section, so don’t worry too much if you don’t know about three-point lighting yet. Historically there has been a considerable difference between cinematography and CG where light intensity is concerned. In the world of film, whether you’re dealing with a cave scene lit by the light of a single flaming torch, or a beach scene lit by the brightest sunlight, the camera’s exposure settings are adjusted to allow it to record properly in these dim or bright conditions. In CG, until recently there were no exposure settings as such, so the intensity of a light source directly affects the final output’s brightness and it has been this that is altered, rather than the camera’s exposure. However, exposure controls are now common in 3D applications, giving a similar type of control to how tone levels are mapped to a display range. Even with these controls now in place, just as a cameraperson would have to change the exposure settings on the camera depending on the location, a lighting artist will still have to adjust the intensity of the lights depending on their context within the shot. For example, if the flaming torch were carried out of the cave to a sunlit beach, its intensity might have to be reduced to make the scene appear realistic and correctly exposed, but new exposure controls go a long way to addressing this. CHAPTER 2 > A LITTLE LIGHT THEORY 23 Figure 2.12 Color plays a big part in lighting Image courtesy of: Patrick Beaulieu www.squeezestudio.com The intensity of a light is controlled by its color and its multiplier or brightness value, along with its attenuation. All light in the real world falls off, as previously discussed, at an inverse square rate, that is its intensity diminishes in proportion to the reciprocal of the square of the distance from the light source. In CG, attenuation can be dealt with in several ways, with inverse square decay one of the options. This is often too restrictive for CG work, so a start value allows you to specify where the decay actually starts, which allows for more realistic results. It’s worth noting that light obeying the inverse square rule never actually reaches a zero value, so it’s worth setting the far attenuation value to a distance where the illumination appears to have ended to avoid unnecessary calculations. This value, along with an accompanying one that dictates the near attenuation point, can be used along with linear attenuation to give a very predictable falloff from the near to the far value. Alternatively, attenuation can be turned off entirely, making the distance to the light irrelevant, as the illumination from such a light would be constant. 24 ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX Color As a visual clue to the type of light source or the time, season and weather being represented outside of a scene, color is incredibly important. The similarities and differences of lighting colors within a scene will help determine its mood, with more neutral colors giving a more somber tone, for example. Colors also have emotional properties and different people have different reactions to a color depending on the associations that they make with the color. However there are color families that denote and evoke a similar response in nearly all people. The use of cool colors versus warm colors for example has been used by artists for centuries to denote obvious feelings to a broad audience. Color is extremely useful in reinforcing the type of light source that is being represented, and though this will vary due to the color balance that you may have selected, yellow to orange light is typical of domestic lighting. Place a blue light outside a window and the viewer will associate the light coming inside the room from this source with the light coming from the sky. Whilst cameras and film are color balanced for different environments and their light types, the color of light sources in CG needs to be altered depending on not only what type of light you are representing, but also what mood you are attempting to portray. Blue light can help to paint both a moody, unhappy scene and a calm serene one, whilst red is often used to signify danger or passion. Consider also the symbolisms that different colors have become associated with – green recalls such things as peace, fertility and environmental awareness on the positive side, but greed and envy on the negative side. Its use in lighting can also reinforce a sense of nausea in a scene, as it imparts a very artificial, almost chemical feel to the light. For all these reasons, color is a sizable consideration in lighting design. Softness Though soft light is widespread around us in the real world, and thus is also widespread in the world of cinematography, in CG it appears nowhere near as often as it should. Though it is not difficult to reproduce the full range of light from hard to soft in all 3D applications, the fact that most default settings produce fairly hard results means that we see more crisp-edged shadows than we should in CG productions. We come across hard light in real life comparatively rarely and few of the light sources that we come into contact with exhibit the sharp focus that we so often see in CG. The sun can cast this kind of light, but a lot of us are used to seeing its light diffused through a layer of clouds or pollution. Bare light bulbs, car headlights and flashlights can also produce the crisp shadows of hard lights, but most lights give soft-edged shadows. CHAPTER 2 > A LITTLE LIGHT THEORY 25 Figure 2.13 Throw patterns break up a light into interesting patterns Throw The manner in which a light’s illumination is shaped or patterned is described by the term ‘throw’. This breaking up of the light can be due to the lampshade of a domestic lamp, blinds or net curtains on windows or clouds in the sky. The approaches to recreating this aspect of light in 3D can vary from modeling the actual object causing the throw effect, which might be likely in the case of a light fitting, to the use of texture maps which cause the light to act like a projector, which would be more applicable for light filtering through leaves or foliage. These types of texture maps mirror the use of a cookie or gobo (also known as a cucoloris or go-between) in cinematography. These objects are placed in front of studio lights to break the light into interesting patterns of light and shadow. In CG the use of texture maps acting like cookies generally involves a grayscale texture map, where the amount of light allowed through depends on the grayscale value: at one extreme, pure black blocks all light and at the other 100% white lets all light through. Physically placing objects in front of lights works in the same manner as using cookies, and this practice is often used with things like venetian blinds. However, if the window itself were not actually visible in the rendering, it might be more efficient to use a texture map acting as a cookie. 26 ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX Animation This might not be a quality that you immediately associate with light, especially if you were thinking about photographs or paintings, but animation is a quality of light that is common to winking car indicators, flickering neon signs and fading sunlight. Think of several different instances where a light is changing somehow and you can see that when it comes to lights, animation covers color, intensity, shadows and other attributes. Furthermore, the light can actually physically move, in the case of a car indicator, for example, and the objects that a light illuminates can also move, causing moving shadows to appear. Animating a light’s parameters to simulate the flickering of a neon sign, as we’ll do in chapter 9, can introduce a gritty sense of location. Merely turning the intensity of a light up and down really quickly and abruptly makes a light appear to flicker; this is one of the more common ways of animating a light’s parameters and one that we’ll use when we come to designing the neon lighting later. Animating the color of a light can help to produce a flickering fire effect, especially when coupled with an animated intensity value. This is also true for televisions, which cast a Figure 2.14 similarly varying light on a scene. Logical lights are visible in a scene Though animation might not be considered one of the primary Image courtesy of: qualities of light, what it can bring to a scene in terms of Platige Image: Fallen Art atmosphere cannot be ignored. For instance, a light bulb www.fallen-art.com swinging from the ceiling will create the feeling of movement – www.platige.com from the gentle swaying of an outdoor light in the wind to the CHAPTER 2 > A LITTLE LIGHT THEORY 27 sickness-inducing swaying that might be experienced if this light were in a room on board a ship. Moving objects in front of a light to produce dynamic shadows can add a great deal to a scene, in the way that a tree swaying in the wind would cast interesting shadows through a window. Shadows Shadows play a massive role in describing a light, and this is an area that we will go into in much greater depth in a couple of chapters’ time. Shadows add to a scene’s realism, consistency, relationships and composition. Rather than thinking of shadows as something that things get lost in (though this can be very useful for hiding imperfections), shadows actually show us things that otherwise would be impossible to see. Arguably, designing shadows is as significant a task as designing the illumination in a scene, so important is their role. You will find that when you get down to setting up your lighting schemes in 3D, a huge amount of time will be spent on shadows. You’ll face choices as to which algorithms to use to generate both hard and soft shadows, and how to do this in the most efficient manner possible. In fact this is such a big subject that the whole of Chapter 4 is dedicated to this issue. Motivation Lights can be categorized by how they operate in the scene in terms of their motivation. Lights will sometimes be referred to as logical, if the light forms part of the logically established sources that are visible or implied within the scene. Logical lights can represent an actual source such as a table lamp, or they can represent the illumination from outside a window. These lights are also called practicals in the theater and film industry. The placement of lights can also be motivated by purely aesthetic reasons. If a light has been placed simply because the effect it produces is pleasing, then this can be described as a pictorial light. Pictorial lights are often needed, as placing only logical lights can result in a very uninspiring look and it’s generally the pictorial lights that introduce the drama and create the emotional link with the audience. Most people looking at a CG production, however, won’t even consciously consider your lighting at anything approaching this level, but this is one of the keys to good lighting; if it plays the emotional role that it is designed to without drawing attention to itself, then it has certainly succeeded. By looking at light in terms of these different qualities, we can begin to learn how to break it down into its component parts and start to be able to record its essence. This is the first step towards seeing light, which is the key to being able to light a scene to underscore and show off the hard work of everyone involved. CHAPTER 3 > CG LIGHTS EXAMINED 29 ‘A picture must possess a real power to generate light and for a long time now I've been conscious of expressing myself through light or rather in light.’ Henri Matisse 3 Lights in CG L ighting a scene is vastly different from merely illuminating it. All that you need to do to illuminate a scene is create a single omni light and it’s illuminated. Lighting is a different matter entirely, relying on the careful reasoned positioning of the various individual sources that make up a lighting scheme. Every one of your lights should be placed where it is for a specific reason, with the lighting scheme built up steadily and purposefully. As such, you should be able to explain the role of each light in the overall set-up, which should be balanced, with each of these sources playing a harmonious part in the cumulative solution, rather than battling against each other. The lighting scheme should emphasize the 3D nature of the medium of CG, showing off the 3D forms to best effect when rendered. You will never be able to do this by using omni lights every time, Image courtesy of: and as such, a good understanding of the different light types Marcin Klicki available and their characteristics is very important. www.bearsfromwoods.com 30 ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX Two categories of lights are provided within 3ds Max. If you go to the Create tab and click on the Lights button, the drop-down below displays two options: Standard and Photometric. Standard used to be the default option, until 3ds Max 2009 and these lights were more commonly used, but particularly with the move away from the scanline renderer towards mental ray. Photometric lights should now be considered as important to learn, if not more so. This is not to say that standard lights should be forgotten about, far from it! They are very versatile and can be made to simulate any type of light from the sun to a desk light, and it’s this versatility that makes standard lights so attractive. The color of light, its decay and intensity; all of these things and more can be controlled to act as the lighting artist requires. Standard lights are also comparatively quick to render, something that is always a consideration when working in context of production schedules. Photometric lights, on the other hand, are less flexible. This you might think is not a good thing, but this is their very advantage. Unlike standard lights, photometric lights are based on the real world of physical lighting and are built around the parameters of light energy. As such, photometric lights use real-world parameters such as distribution, intensity and color temperature. This makes them very attractive for users who are looking for ultra-realistic and physically-accurate renderings (so accurate that lighting analysis is also possible). Though these lights can be used with the scanline renderer, particularly within the two advanced lighting modes that the scanline features – Radiosity and Light Tracer – these two modes are gradually becoming obsolete due to the development effort being put behind mental ray. Radiosity is the scanline mode which photometric lights operate best within and though it is relatively processor-intensive and relatively slow to render, it is simple to set up and the results can be very realistic, which is part of the appeal. Within both the Standard and Photometric light categories there are also lights designed exclusively for use with mental ray, though these aren’t necessarily always the best choice when working with this renderer. We’ll cover these at the end of the sections on standard and photometric lights, and we’ll go into much more detail when we look at working with this renderer in chapter 11. Standard lights As we’ve already mentioned, flexibility is what makes standard lights so attractive. Though radiosity techniques are capable of beautiful and highly realistic results, the professional lighting artist will often work using the standard lights alone, for several reasons. The main rationale behind using standard lights is that CHAPTER 3 > CG LIGHTS EXAMINED 31 Figure 3.01 Omnis and spots combined to make a simple lighting fixture they can be easily controlled and adapted to produce any style of lighting and their controls allow the lighting artist to tightly streamline their performance, especially at render time. Omni lights Though referred to as omni lights by 3ds Max users, other 3D packages call these lights point lights or even radial lights. These names help to explain how omnis behave because whatever they are named in a particular application, these lights provide a point source of illumination that shoots out radially from a single infinitely small point. Due to the omnidirectional manner in which these lights distribute their illumination through space, they are the easiest light to set up, but in the real world you’d struggle to find a light that acts in this manner, beyond a star, or possibly a candle flame or firefly. Most lights in reality don’t emit light evenly in all directions, especially the electrical lights that they are often used to represent, which you can see by looking at any light bulb around you. There are of course several options for adapting omni lights to work in this manner. You can place the omni within a geometrically modeled light fitting, as in Figure 3.01, and turn on the light’s shadow-casting function, though as you’ll discover in the next chapter, the generation of shadows is the most computationally-intensive part of rendering a light, so this is not always the best option. Alternatively, you could use a bitmap as a projector, which acts as a throw pattern, restricting the emission of light. However, omni lights are perhaps best used to provide fill lighting, and for this purpose this type of light can be very useful indeed, as we’ll discover in later chapters. 32 ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX Spots No confusion with names here, a spot is a spot in any 3D package, and is the basic building block of a lot of lighting situations. This is due to the fact that a spotlight is eminently controllable in terms of its direction. Spots cast a focused beam of light like a flashlight beam, and behave as in figure 3.02. Like omni lights, spots emit light from a single infinitely small point, but unlike omni lights, a spot’s illumination is confined to a cone. As such, spotlights need to be aimed and this can be done in several ways. One method is to position the light freely and rotate it until it’s aimed correctly, which might not be the simplest method, but is perhaps closest to how a real-world light is aimed. A method that often proves itself to be more useful involves giving the light a target object, so it remains facing this no matter how the light is oriented. As well as being able to manipulate a spotlight’s orientation, you can also control its cone, which is defined by two angular values: one defines the hotspot and the other controls the falloff. The light’s intensity falls off gradually from 100% at the hotspot angle to 0% at the falloff angle that defines the very edge of this cone. Varying the amount between these two values controls the softness of the light at this boundary edge of the cone. With a small difference between these two values, the light will appear in a sharply-defined circle, and as these values get further apart, the light’s edge will get softer and softer. When given a really soft edge, a spot will lose its defined edge and the location of the light itself will become ambiguous, which can be a very useful Figure 3.02 (above) tool, effective for subtly providing fill light to a specific region. Target objects allow spotlights to be aimed most conveniently Figure 3.03 (right) A spotlight’s cone can be adjusted to give soft or hard falloff of light CHAPTER 3 > CG LIGHTS EXAMINED 33 Spotlights will play a major role in the design of many lighting schemes due to their controllable nature. The fact that they can be easily targeted, given a falloff that can range from the crisp and hard to the soft and subtle, makes them an obvious choice for a huge amount of lighting tasks. Direct lights If you placed an omni relatively close to one or more objects, you would see that the shadows cast by these objects would depend on their relative position to the light source. Move the light further away and you would see the shadows becoming increasingly parallel. Move this source an infinite distance away and the light source would cast parallel rays. Whilst even the sun is not far away enough to cast totally parallel light, to all intents and purposes it does, as this is how it appears to the naked eye. This then is the role of a direct light: to cast parallel light rays in a single direction. It is unsurprising then that these lights are used primarily to simulate sunlight. These types of lights are eminently simple to control: since the parallel light does not vary, its position does not matter, only its rotation does, which is controlled like a spot light by rotating the light itself or by moving the object to which it is targeted. However, this type of light should not just be confined to sunlight. Direct lights are also often used for fill lighting, which is secondary lighting that complements a scheme’s main light and is something we’ll go into in more detail in the subsequent techniques section. Direct lights are a good solution to modeling ambient light, which can be thought of as a general light with no discernable source or Figure 3.04 The direct light is the building block of a lot of lighting scenarios 34 ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX direction, which is the result of light scattered off a scene’s surfaces. This type of light is most noticeable in exterior scenes, when the sky’s broad lighting produces an even distribution of reflected light to surfaces not in direct sunlight. Actually modeling ambient light using lights is far better than expecting 3ds Max’s ambient light controls to do this, due to the way that directional light can provide even illumination to large areas. HDR maps Skylights High Dynamic Range images, rather than using single Better still for this type of light is the Skylight light type, which integer values between 0 and acts as a dome above the scene and models daylight, which can 255 to represent R, G and B be thought of as the light scattered through the atmosphere. This values feature non-clamped light can be used with the scanline renderer, where it is capable colors, which gives the of casting soft shadows. It is also designed to be used with one renderer a far higher range of of 3ds Max’s two Advanced Lighting modes: the Light Tracer. luminance values to work with. This means that a whole range We’ll go into this in more detail in the next section on techniques, of whites, from fully- but it is enough to say at this stage that the Light Tracer is illuminated paint to the designed to be used in exterior scenes, where it produces the superwhite of the sun itself can color bleeding associated with Global Illumination, but unlike the be accurately represented. other Advanced Lighting mode – Radiosity – it does not calcuate a physically accurate lighting model. Like Radiosity, this mode is The HDR images in this book also a little long-in-the-tooth compared with mental ray. This can were provided by Sachform. be a well-suited solution for outdoor scenes, where the daylight www.sachform.com component can be quickly set up without the computational demands of radiosity. The skylight has few controls besides the color of the sky and the intensity, but notably a map can be assigned to the skylight’s color and particularly good results can be achieved using HDR maps, which we’ll go into in more detail in the radiosity chapter in the next section. Figure 3.05 Area lights provide a light with physical size and hence realism CHAPTER 3 > CG LIGHTS EXAMINED 35 Area lights Figure 3.06 Cylindrical area lights have obvious As we have already discovered, in the real world there is no such applications for some light fixtures thing as a point light, whose illumination comes from an infinitely small light source. Real life light sources invariably have a physical size. Area lights provide a light type with size (or even volume), from across which light is emitted, providing a far more realistic solution for depicting everyday light fittings. The larger your area light, the softer the shadows will become and the more pervasive the illumination – the light will begin to surround objects that it is bigger than due to the source’s size and the way it reaches over them. Conversely, if the same light was made increasingly smaller, its shadows would become gradually less soft until they eventually become hard-edged and crisp. At this point the area light would have been scaled down to a small enough size to start acting as a point light. Area lights make for very believable lights and are capable of realistic results, but their downside is that they can be quite computationally intensive and take a lot of time to render. As
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