This lesson will give you a better
understanding of the principles associated with CG lighting while
also providing some valuable tips and tricks for a faster and more
efficient work flow. Moreover the techniques taught in this lesson
can be applied to any 3D program used in the industry.
02 In this current scene we
are having a really big window on the right side of the scene which
can act as the key light source of the scene i.e. the light coming
from the direct sunlight. We can have the secondary lights coming
into the scene from the other windows and doors on the right which
can be the light coming from the day lit outside environment. We will
have to figure out the amount of bounce lights and fill lights coming
out of the walls and furniture and will need to replicate the effect
in some way by just using the standard lights.
03 We will start lighting up
our scene by placing a key light i.e. a Target Direct Light just
outside the window on the right while placing its target in the
center of the room through the window. Switch to 'Front' view-port
and move the light up on the 'Z' axis. Bring down its 'Hotspot/Beam'
and 'Falloff/Field' value to '38' and '55' respectively while
renaming it to 'DFX_Key_Light'. From the
'Intensity/Color/Attenuation' parameters change its color to a light
shade of yellow while increasing the 'Multiplier' to '1.5'.
04 Turn on the 'Cast Shadows'
option while choosing 'Shadow Map' as the method of calculating the
shadows. From the 'Shadow Map Params' increase the 'Size' and 'Sample
Range' to '8192' and '10' respectively. After setting up the Key
Light in our scene we are now ready to setup the Fill Lights which
will define the light bouncing from the four walls of the room. From
the top view-port create a free direct in the scene with the name
'DFX_Fill_Light_01' and place it parallel to a wall with its
direction into the room.
05 Bring its 'Multiplier' down
to '0.7' with a very light shade of yellow as its color. Make sure
that the 'Shadows' option is not turned on for this fill light so
that it will penetrate the walls easily without casting any shadows.
And from the 'Advanced Effects' options turn off the 'Specular' in
order to forbid the Fill Light affecting the specular of the objects.
Now create four instances of the light forming a circular array
surrounding the four walls of the room.
06 Create a copy of one of
these fill lights and place it at the top of the roof while renaming
it as 'DFX_Top_Fill_Light'. Turn on the shadows of this fill light in
order to replicate the soft shadows surrounding the base of the
objects where they contact also known as contact shadows. But the
roof of the room will act as the obstruction for this fill light so
in order to overcome this problem we will exclude the objects
'DFX_Roof_01' and the 'DFX_Roof_Lights_Set' from being effected by
this light.
07 Bring down the 'Multiplier'
of this light to '0.35' and from the 'Shadow Map Params' bring down
the value of map 'Size' to '4096' while increasing the 'Sample Range'
value all the way up to '50'. We now need to put in a Bounce light in
the scene for which we can create another copy of the fill light
while placing it at the bottom of the room. Rename it as
'DFX_Bounce_Light' and decrease the 'Multiplier' value down to '0.25'
while leaving the shadow parameter turned off. This bounce light have
made the roof in the scene to lit up properly while lifting the
overall ambient light as well.
08 Now we will create a
secondary light that is caused within the scene from bouncing off the
objects and enhancing the effect of key and other light sources.
Create an 'Omni' light close to the window in the scene and turn on
the 'Ambient Only' option form the 'Advanced Effects' parameters.
Rename the light as 'DFX_Ambient_Fill_Light' and change its color to
a light shade of yellow while changing the 'Multiplier' value to
'0.5'. Turn on the 'Use' option of 'Far Attenuation' parameter and
increase the 'End' value to '25.0 Feet' in order to cover most part
of the room while decreasing the 'Start' value to '0.0'.
09 Right now our key light is
not acting as a key light source, it is just the product of what the
light is doing when it hits the geometry surfaces because it’s just
a direct light but what we actually need is the emulation of spilling
of the key light. So for that we will create an ‘Omni’ light in
the right centre of the window while keeping it just inside the wall
boundary from the top viewport. Rename this light as ‘Key_Source_01’
while increasing the ‘Multiplier’ value to ‘0.2’. Exclude the
window geometry inside the 'DFX_Windows_01' group from being affected
by this light.
10 In order to replicate the
diffused shadow look coming from the spill of our key light we will
create eight instances of this 'Key_Source_01' light, in a form of a
circular array while making sure that it covers almost the whole area
of our main window. Turn on the ‘Shadows’ option and from the
‘Shadow Map Params’ decrease the ‘Bias’ value to ‘0’
while increasing the ‘Size’ and ‘Sample Range’ values to
‘2048’ and ‘50’ respectively. Turn on the 'Use' option of
'Far Attenuation' parameter and increase the 'End' value to '20.0
Feet' while decreasing the 'Start' value to '0.0'.
11 We are left with three
other light sources in the room for which we will create three
separate light sources based upon the ‘Key_Source’ omni light
bunch. Copy the 8 ‘Key_Source’ lights and place them near to the
window on left of the scene using the top viewport while renaming
them as ‘Secondary_Source_01’. Place it in the center of the
window and exclude the window geometry from being effected by this
light. Bring down the 'Multiplier' value and 'Far Attenuation End'
value of this light bunch to '0.125' and '8' respectively as this is
not the key source of light in our scene.
12 Create two more copies of
the 'Secondary_Source' light bunch and place it in the centre of
remaining windows and doors in our room. Increase the 'Multiplier'
value to '0.1' for each of the light source and adjust the
attenuation depending upon the size of the window and door. Exclude
the window and the door geometries from being effected through these
light bunches by excluding them from their respective light's
sollution.
13 As the last and final step
select the Fill Lights parallel to the walls and enable the 'Use'
function of 'Far Attenuation' parameter. Change the Far Attenuation
'End' value in a way the the light dies after covering half of the
room. Also select the 'DFX_Bounce_Light' and 'DFX_Top_Fill_Light' for
the floor and roof of the room and give it an 'End' Far Attenuation
value of '50' covering the complete height of the room.
14 Before finishing off things
here we will try to fine tune the quality of our render a little bit
by getting rid of zig zag edges that we are getting as the
reflections onto the reflective objects. These artifacts can be
avoided by turning on the 'Global Supersampler' from the 'Renderer'
tab of the 'Render Setup' dialogue box. Choose 'Max 2.5 Star' from
the drop down as it produces some really good results in really less
render times when compared to other options.
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