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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.

    07

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