tdw83 t threepoint
TRANSCRIPT
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ood lighting isnt simply a matter of making sure
that every object in a scene is illuminated. The
last thing you want is for your renders to look
as flat as the screen they are viewed on, so your
lighting set-up also needs to ensure that the three-dimensional
form of each object can be read clearly. This is where basic
three-point lighting, a system derived from traditionalcinematography, comes in.
Flat-looking output is most likely to occur when a single light
source is placed behind the camera: a situation analogous to a
photographer using nothing more than a camera-mounted flash.
In contrast, three-point lighting treats light more like a modelling
tool. The three light sources of which it consists the key light, the
fill light and the back (or rim) light all serve different purposes, yet
work together to emphasise shape and form.
Providing the main illumination in a scene, the key light is
the dominant source, casting the most obvious shadows. It can
represent a practical light in a night-time shot, sunlight for outdoor
work or sunlight entering through a window for daylit indoor shots.
The key light defines a scenes dominant lighting, giving the biggest
clue as to the location of the presumed light source.
The job of fill light or lights is to model indirect lighting produced
by direct light bouncing off an environments surfaces. The primary
fill is usually placed on the opposite side of the subject from the key,
where it opens up the lighting and reduces the shadow density. The
backlights give a scene depth and help to define the subject.In this tutorial, you will learn the basics of t hree-point lighting
by examining a simple interior scene and setting up the lighting to
produce a flattering set-up. Full-sized screenshots and supporting
files are included on the CD to help you on your way.This article is a
condensed version of the one that appears in t he book Essential
CG Lighting Techniques with 3ds Max, published by Focal Press.
Visit www.focalpress.com for more information, or to order a copy.
Darren Brooker is a BAFTA award-winning lighting artist who
has worked at many top UK studios, including Peppers Ghost
and Red Vision. He works for Autodesk as a product specialist
www.autodesk.com
G
048 | 3D WORLD3D WORLD November 2006
FACTFILE
FOR
3ds Max 8
DIFFICULTY
Elementary
TIME TAKEN
30 minutes
ON THE CD
Full-sized screenshots
Start and final
scene file
ALSO REQUIRED
N/A
A firmly established convention in cinematography, three-point lighting has also become one of the foundationsfor CG lighting. Well show you how to master the basics of this flexible technique in 3ds Max 8 BY DARREN BROOKERThe rule of three
3DS MAX3DS MAX
TUTORIALS |Three-point lighting
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November 2006 3D WORLD3D WORLD | 049
STAGE ONE | Setting up a three-point lighting rig
Open the 3PointLighting.max file from the cover CD.
The scene currently has no lights set up, so first you
should place the key light. This is going to represent
daylight coming from a window to the left of the table, as
seen through the camera. For this you need to create a Target
Directional light, anywhere in the scene, naming it directKey.
The settings are shown in the screenshot above.
01
In the Directional Parameters rollout, change the
light from Circle to Rectangle, set the Aspect to 0.5
and change the Hotspot/Beam and Falloff/Field
values to 40 and 50. Right-click any viewport label and select
directKey from the Views submenu. Because it represents the
sun, we wont set any attenuation: the intensity of sunlight
would not decrease noticeably over this small distance.
03
[Shift]-drag a copy of one of your fill lights to
underneath the table. In the Top viewport, move it
centrally to its target near the egg, so its pointing
directly upwards, mimicking light bouncing back up off the
table. Give this a Multiplier of 0.3 and make it a similar colour
to the tablecloth. If you render now, you should see that the
undersides of the plates look a lot more realistic.
08
Three-point lighting| TUTORIALS
Finally, add a back light by copying one of your
fills to X:15, Y:-20, Z:60. Give this the same orange
colour: it will represent the light bouncing from
the far wall. To finish, go to the Display tab: if you click the
Unhide by Name button, you can unhide the extra light in the
scene. Turn it on to add a subtle steam effect to the mug.
And that's it: your first three-point set-up!
09
If you render now, youll notice that the edges of
the shadows look jagged and too well-defined. To
correct this, open the Shadow Parameters rollout
and change the colour to R:20, G:12, B:0 and the Density
(Dens.) to 0.9. Within the Shadow Map Params rollout, raise
the Size to 1,024 and the Sample Range to 10. Render again,
and your shadows should look much better, if still too dark.
04
Move the light somewhere around X:-110, Y:150,
Z:90, with the lights target somewhere around the
eggcup. Give this light a Multiplier value of 0.9. Turn
on shadow casting by ticking the Shadows checkbox. Clicking
the colour swatch, give the light a yellow tint R:237, G:229,
B:188 to represent early-morning light as youd see it on
daylight-balanced photographic film.
02
Time to create fill lights. With [Shift] held down, use
the Move tool to drag the light in the Top viewport.
Release and select Copy from the resultant dialog,
changing the lights name to directFill01. Now move the light
to illuminate the shadowed side of the objects (somewhere
around X:-140, Y:-10, Z:60), change the Multiplier setting to
0.3 and give it a slightly more saturated orange colour.
05Untick the Shadows checkbox. Within the Directional
Parameters, change the light to Circle and tick
Overshoot. Within the Advanced Effects rollout,
untick the Specular checkbox. Now render, and you should
see that the shadows are more open. Adding more fill lights
will open up the shadows further and mimic the light that
would be bouncing around this environment.
06
[Shift]-drag a copy of your first fill and move this to
X:-110, Y:-30, Z:60. Change its Multiplier setting to
0.1. Another copy with a Multiplier of 0.1 should be
placed at X:-40, Y:110, Z:60. One more copy, placed at X:-120,
Y:100, Z:60, should open up the shading adequately. If you
render now, youll see that the overall level of illumination is
good, but the undersides of the plates look a little too dark.
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