|
The good news is that with an object as
well detailed and textured as the one
we have been building in the previous
lessons, lighting is remarkably easy.
Start by opening Lightwave Layout and loading
the object we've been working with up
to now.
Move and rotate the camera so that you
are looking at your object in a similar
way to that shown here.
Leave the lighting setup as it is, with
one distant light source set at 100% intensity
and ambient light at 25%.
Next, open the Camera Panel and
set the following options:
| Resolution |
320 x 240 pixels |
| Pixel
Aspect |
1.0 (Square Pixels) |
| Zoom |
3.2 (default) |
| Antialiasing |
Enhanced-Low |
|
Now press F9 to render a quick test
render.
As you can see, the default lighting setup
isn't too bad, but the image looks a little
flat.
An easy way to alleviate the flatness of
the image is to enable ray-traced shadows
for the main light source.
Open the Render Panel and enable Ray Traced
shadows, then render the frame again.
This is looking better, and definitely
shows off the form of the object better,
but there isn't a great deal of tonal
range on the object.
The primary cause of this flat, uninspiring
lighting is Ambient (non-directional,
global) Light.
Nearly all 3D animation packages have this
feature in some guise or another... and
it is nearly always the single most destructive
force when it comes to making good-looking
CG space. Ambient light (in Lightwave
terms) is designed to be a quick and easy
way to simulate reflected light in the
scene. It does this by automatically increasing
the luminosity of all surfaces (although
you never actually see the luminosity
values being altered). The result is a
non-directional lightening of all surfaces,
and the higher the ambient light level,
the lower the contrast will be between
light and dark areas of the objects in
the scene.
I'll show you just how nasty it really
is.
 |
Lightwave [6]
|
|
 |
Lightwave 5.6
|
|
|
Open the Light properties panel,
and click the 'Global Illumination'
button.
Set the Ambient Intensity
to 50%... this is going to
be bad.
|
Open the Lights Panel and find
the Ambient Intensity setting.
Set the Ambient Intensity
to 50%... this is going to
be bad.
|
|
Hit F9 and stand back
to witness the true horror...
I warned you...
If you really want to see just
how bad ambient lighting really
is for a scene, reduce the
intensity of the main scene
light to 0% and increase the
ambient intensity even more.
The result of doing this is
too unpleasent to post an
image here.
Quite obviously, this horrible
tool of Beelzebub should never
be used in CG space scenes,
so return to the appropriate
control panel and turn it
off, kill it, anihilate...
kill... KILL KILL!
...or simply set the Ambient
Intensity to 0.0%
Ensure that the main scene
light is set back to 100%
intensity and render again.
Suddenly, the object appears
far more natural against the
black background.
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|
So now our object has some bright areas
where the light catches it, and also some
absolutely black areas where the object
is oriented away from the light, or where
there are shadows.
This kind of lighting is probably the most
accurate simulation of lighting
in space, where the main lightsource would
be the nearest star, and there would be
no other light source.
However, thanks to film and TV, this is
not really how we expect space
to look. Shows like Star Trek, and films
like Star Wars create their space scenes
by photographing miniature versions of
the ships in a studio environment, and
this is the kind of look that the
general public expects to see when they
see space scenes, rather than the look
of real space.
For now, we will continue to deal with
real space lighting, and we will
move on to recreating the studio look
later.
Let's add a few more objects to the scene.
Luckilly, we have already created a repository
of space sscenery in a previous lesson.
Using Lightwave's Load From Scene
feature, load up the objects that are
part of the scene we saved at the end
of Lesson
5, called Space_Environment_03.lws.
This will load up three starfield objects
and a nebula, with all their rendering
settings (such as shadow-casting and object
dissolve) intact. When Lightwave asks
if you want to load the lights from the
scene as well as the objects, click NO.
The scene that I load up will include
a blue nebula, and I will base the remainder
of this tutorial on there being a blue
nebula in the scene... so if your nebula
isn't blue, then you'd better pop over
to Photoshop to make a blue version...
Rotate the nebula to H=-133, P=-20, B=31
so that it is visible behind the object
and render again.
When Foundation Imaging were designing
the CG effects for Babylon 5, one
of the primary reasons for the large blue
nebula seen behind the Babylon 5 station
was to pick out the black silhouette of
the station against the backdrop. As you
can see, the nebula does the same job
here.
Now we have some context for the lighting
in our scene, but the object appears a
little 'stuck-on' to the backdrop.
One of the most important things to strive
for in lighting CG space is to have a
context, or cause, for every light source
in the scene. The image we just rendered
looks odd because the lighting does not
really tally with what we can see in the
scene. We have a very bluey backdrop,
but the predominant lighting colour is
white. Let's fix this now.
Change the colour of the main light source
to R.230, G.230, B.255 to give it a bluey
tint. If you render this frame, you may
notice that the whole object appears a
little dark, so increase the light intensity
to 150% to simulate proximity to a fairly
bright star.
The object now sits a little more comfortably
against the backdrop. From now on, I will
refer to this first light as the Key
Light. I suggest that you rename the
light to reflect this.
A good rule of thumb to follow it to only
create an extra lightsource when there
is a scene element that might be causing
emitting or reflecting this light. For
example, if there are two lightsources,
ask yourself the question "what is
causing this second light?". It could
be a planet reflecting starlight, or a
nebula giving off its own light... but
you get the idea.
|
I want to add a second lightsource
now, to simulate the blue
light spilling out of the
nebula.
Create a second distant light
source with the following
settings:
Name the light Kick Light
and give it a colour of 81,81,255
(RGB) with 25% intensity.
As the nebula does not emit
light from a single point,
but rather, is an area of
light, I will turn off all
shadow casting options for
this light.
Finally, give the light a rotation
of H=-133, P=-20, B=0 to roughly
correspond to the orientation
of the nebula object.
|
|
If you render out the results, you will
see that the effect is subtle, but noticable,
and further helps to tie the object to
the background.
Okay, so we've made the object appear as
if it's in real space, but the
look that we are hoping to achieve is
that of a practical model shoot in a studio.
The effects for TV series such as Star
Trek : Voyager are produced entirely
in CG, but the effects artists strive
to achieve a look that is not dissimilar
to that of earlier Star Trek series, such
as Star Trek : The Next Generation,
which was produced almost entirely with
practical models.
To begin to simulate these lighting conditions,
we must add a further light to simulate
some of the inevitable reflected light
from the studio surroundings.
Add a third distant light source with the
following settings:
| Name |
Fill Light |
| Type |
Distant (parallel)
Light |
| Colour |
White (R.255, G.255,
B.255) |
| Intensity |
30.0% |
| Shadow
Type |
Ray-Traced |
| Heading
(Y) |
268.0 degrees |
| Pitch
(X) |
33.0 degrees |
| Bank
(Z) |
0.0 degrees |
|
The orientation of this light is designed
to fill-in some of the very dark areas
of the object, while retaining the blackness
of the shadows in some areas.
So now we have a pretty good start to our
studio lighting setup.
A huge advantage of the distant lights
that we have used up to now is the fact
that their position in the scene is irrelevant.
If you didn't know this already, take
note! To prove this, move (do not rotate)
one of your light sources so that it does
not even point at the object, and render
the last frame again. What do you see?
No difference! The only transformation
in 3D space that changes the effect of
a distant light is its rotation.
This is why it is important to turn off
the shadowing options for the nebula in
any space scene, or else the nebula will
cast shadows over everything else in the
scene. In the image below, the light coloured
white/grey would not shine at all on any
of the objects in the scene if the nebula
had cast shadows enabled, as the
light comes from an infinitely far-off
point on the axis of the light (indicated
by the white arrows), and therefore, the
nebula would block the light coming in.
I digress... anyway, distant lights are
very good for simulating real space
lighting, and their non-positional nature
means that your objects within the scene
can move around freely without having
to alter the position or rotation of the
lights to follow them.
However, by their very nature, distant
lights have some distinct disadvantages,
especially when it comes to simulating
a studio lighting setup. One of their
major limitations is that they cannot
render and kind of shadows except by ray-tracing,
and ray-tracing is very costly in terms
of render time. Ray-traced shadows are
also incapable of creating a soft edge,
except by using special tricks with the
motion of the light, which I will not
go into here.
Move your camera in close to the object
and render a frame, and you will see the
harsh, sharp edges to the shadows. This
is something that does not happen with
studio lights, mainly because it is impossible
to have an infinitely large studio in
which to position distant light sources...
The closest we can come to studio lighting
using Lightwave (without incurring massive
rendering overheads) is to replace our
distant light sources with spotlights
casting shadow-mapped shadows.
Shadow maping may sound a little like a
texturing tool, and in fact, it is. Shadow
mapping works by rendering a version of
the scene as seen through the light, and
then working out which parts of the scene's
objects are lit, and which should be in
shadow. This information is then converted
into a kind of diffuse map for the whole
scene, which is invisibly applied to all
objects during the render.
Because a map is created prior to the actual
rendering of the objects, we have the
ability to affect the map before it is
rendered onto the objects. These settings
are accessed through the lights panel
when the shadow type for a light is set
to Shadow Map.
The two important settings are Shadow
Map Size (default = 512) and Shadow
Fuzziness (default = 1.0).
The Shadow Map Size controls the
resolution of the shadow map created,
so if you need a very vague shadow, you
can probably get away with a size of 256
(which creates a map measuring 256 x 256
pixels), whereas if you wanted to see
very detailed shadows that are more like
ray-traced shadows, you might want to
increase the map size to 1024 or even
2048 (creating a very detailed map of
2048 x 2048 pixels). NOTE however, that
large shadow maps like this are VERY costly
in terms of memory, although they still
render a lot faster than ray-traced shadows.
The Shadow Fuzziness setting controls
the amount that Lightwave will blur the
shadow map before it is rendered onto
the objects, effectively giving you a
control for the softness of the shadows'
edges.
Let's convert the lighting setup in our
scene to a shadow-mapped solution now.
Go through the three lights in turn, and
give them these settings:
| |
Light
1 (Key Light) |
Light
2 (Kick Light) |
Light
3 (Fill Light) |
| Type |
Spotlight |
Spotlight |
Spotlight |
| Colour |
R.230,
G.230, B.255 |
R.081,
G.081, B.255 |
R.255,
G.255, B.255 |
| Intensity |
200% |
25% |
30% |
| Cone
Angle |
30.0° |
30.0° |
30.0° |
| Soft Edge Angle |
0.0° |
0.0° |
0.0° |
| Shadow
type |
Shadow
Map |
OFF |
Shadow
Map |
| Shadow Map Size |
1024 |
~ |
1024 |
| Shadow
Fuzziness |
4.5 |
~ |
4.5 |
| Position - X |
-156.0m |
154.0m |
215.0m |
| Position
- Y |
136.0m |
-79.0m |
137.5m |
| Position - Z |
-106.0m |
157m |
35.0m |
| Rotation
- H |
58.0° |
-133.6° |
261.0° |
| Rotation - P |
37.0° |
-20.20° |
36.7° |
| Rotation
- B |
0.0° |
0.0° |
0.0° |
|
Notice that I have increased the light
intensity for the key light to 200%. I
have done this because the spotlight will,
by its nature, cast a more distributed,
more diffused light than a distant light.
If you now re-render the previous frame,
you will find that we now have a more
pleasing play of light on the surface
of the object, and the shadows have a
nice soft edge to them.
A major problem that we must overcome when
using shadow-mapped spotlights is the
fact that their position is important.
Thus, if were to move our object now,
it would move outside the light from the
spotlights and become completely dark.
There are two solutions to this problem.
The first solution would be to move the
spotlights a very, very long way away
from the object, so that wherever the
object moves, it is still within the cone
of light cast by the spotlights. However,
this solution brings with it a major disadvantage.
In order to keep a decent level of detail
in the shadow map with the light set to
illuminate such a large area, the Shadow
Map Size would need to be enormous,
and would certainly cause all but the
biggest computers to choke. Therefore,
this solution isn't really a solution
at all, but more oa problem.
The second solution, and the one which
is far more user and computer-friendly,
is to have the lights track with the object.
What this would mean is that the lights
retain their relative position to the
object, no matter where the object moves
to.
The simplest way to achieve this effect
is to parent the lights to the ship object
that is moving... but this is only half
the solution, because as soon as the object
rotates, the lights will rotate with it,
completely destroying the illusion of
these lights being part of the environment,
and not attached to the object.
What we need to do is have the lights inherit
the X,Y and Z components of the object's
motion, but to ignore all other transformations,
such as rotation.
To achieve this, I will describe two methods,
one of which will work in both Lightwave
5.6 and Lightwave [6], and the other which
is specific to Lightwave [6], or a plugin-enhanced
Lightwave 5.6. The Lightwave 5.6 method
will require some manual adjustment to
the lights following every alteration
to the motion path of the ship object,
while the Lightwave [6] method is completely
automatic after the initial setup.
The steps described below describe the
two methods available to achieve the tracking-spotlights
effect. The Lightwave 5.6 method will
also work in Lightwave [6].
Begin by adding a Null Object called
Lights Parent to the scene.
Now take each of the three lights in turn
and parent these lights to the Lights
Parent null. The lights should stay
in their same positions within the scene
at this point, as the Lights Parent
has no motion.
 |
Lightwave 5.6
|
|
|
This technique is very simple,
but it requires you to repeat
these steps each time you
move the ship object.
Create a basic motion for the
ship object, including changes
in both position and rotation
over time.
Open the Graph Editor
(press m) while you
have the ship object selected,
in order to access the motion
graph for this object.
Next, click Save Motion
and save the .mot file somewhere
on your hard drive.
Now close the Graph Editor
and select the Lights Parent
null object and open its
motion graph.
Click Load Motion and
load the motion file that
you just saved from the ship
object.
Now change the active channel
to Heading (in the
image above it is set to X
Position).
Click the Scale Keys
button and scale all values
by 0.0. Scaling the values
by 0 means that youtake each
keyframe value and muliply
it by 0, effectively resetting
the rotation for each keyframe.
Now change to the Pitch
channel, and then Bank,
and repeat this scaling of
the values.
These three scalings of the
rotation values will remove
all rotation compononents
from the motion, leaving behind
only the positional information.
|
 |
Lightwave [6]
|
|
|
This technique is a bit long-winded
to set up, but once it's done,
we will never need to come
back to it, as all the updating
of the lights' positions is
automatic.
Leave the ship object with
the default motion path for
now (one keyframe at frame
0, XYZ=0, HPB=0).
Select the Lights Parent
null object and open the Graph
Editor so that you can
access the motion controls
for this object.
We are going to use a plugin
that comes with Lightwave
[6] called LW_ChannelFollower
to control the motion of the
Lights Parent null
object. We will slave the
XYZ position of the Lights
Parent to the XYZ position
of the ship.
Double-click the name of the
Lights Parent null
object in the bottom-left
panel of the graph editor
(1)
to ensure that we are editing
this object only, and you
should see that a list of
the available motion channels
for that object appears in
the top-left panel. Click
on the Lights Parent.Position.X
channel (2).
This tells Lightwave that
we want to edit the X-position
motion channel for the Lights
Parent object.
Click the Modifiers
tab (3).
Click on the Add Modifier
(4)
button and select LW_ChannelFollower
to add LW_ChannelFollower
as the Modifier plugin.
This plugin will then
appear in the list of active
modifiers for the motion channel.
Now double-click the name of
LW_ChannelFollower
in the active modifers list
(5)
to access the plugin's options.
Scroll the list of scene items
in the Channel Follower options
until you find the ship object
(in my case, this is called
My Detail Object:Layer
1). Click the small grey
triangle (6)
next to the name of this object
to expand the available motion
channels. Double-click on
Position.X (7)
in this list of channels,
then click OK to exit the
plugin options panel.
When the panel closes and you
are returned to the Graph
Editor, you should find that
whereas the plugin list used
to say 'LW_ChannelFollower'
it will now say 'LW_ChannelFollower
Position.X'. This confirms
that the X-position of the
Lights Parent null
object is now slaved to the
X-position of the ship (My
Detail Object).
You must now repeat the steps
above in order to slave the
Y and Z position of Lights
Parent to the Y and Z
position of the ship object.
When you have done this, exit
the Graph Editor create about
100 frames of animation with
the ship object, animating
its position and rotation
over time.
|
If you now playback the animation in the
Layout window, you will see the lights
following the object, but not rotating
with it. Superb!
Note: if you use the Lightwave [6]
Channel Follower technique and
you move a keyframe for the ship objects,
you will not see the lights move until
you move the timeline or hit the play
button. This is a common occurence among
motion plugins for Lightwave.
Here are a few other lighting setups you
may want to try out, some of which I have
used in the test renders showing my cruiser
model. For your reference, the ship
in the renders below is pointing straight
down the Z-axis.
Just out of interest, all the nebulas shown
in the following images were hand-painted
using the methods described in an earlier
lesson of this tutorial series.
|
|
This first lighting arrangement
gives a harsh, cold light
to the scene using distant
lights. All three lights cast
ray-traced shadows, so the
render times can be fairly
high. If you want to use this
lighting setup but the shadows'
edges are just too harsh for
you, try rendering your frames
with Soft Filter enabled
in the camera panel.
I recommend that you use a
dim nebula with a bluey-tint,
or no nebula at all when using
this lighting setup.
| |
Key
Light |
Kick
Light |
Fill
Light |
| Type |
Distant |
Distant |
Distant |
| Colour-R |
235 |
241 |
255 |
| Colour-G |
235 |
180 |
255 |
| Colour-B |
255 |
254 |
255 |
| Intensity |
150% |
25% |
75% |
| Shadow
type |
Ray
Traced |
Ray
Traced |
Ray
Traced |
| Heading |
36.1° |
202.0° |
243.1° |
| Pitch |
66.5° |
33.1° |
-50.0° |
| Bank |
0.0° |
0.0° |
0.0° |
|
|
|
This second lighting arrangement
gives a soft, warm ambience
to the scene, although the
key light at 250% intensity
gives very strong, over-exposed
highlights. I recommend that
camera is oriented so that
it points towards this light,
or the objects may appear
overly bright.
The large size of the shadow
maps in this setup reflects
the need to create an adequately
detailed shadow for the level
of detail on the object shown...
but having three maps each
at 2048 is very hungry
for memory. Be careful that
your computer does not start
using virtual memory too much,
or your scenes will take weeks
to render.
| |
Key
Light |
Kick
Light |
Fill
Light |
| Type |
Spotlight |
Spotlight |
Spotlight |
| Colour-R |
255 |
254 |
255 |
| Colour-G |
241 |
204 |
255 |
| Colour-B |
232 |
180 |
255 |
| Intensity |
250% |
25% |
75% |
| Cone
Angle |
30.0° |
30.0° |
30.0° |
| Soft
Edge Angle |
5.0° |
5.0° |
5.0° |
| Shadow
type |
Shadow
Map |
Shadow
Map |
Shadow
Map |
| Shadow
Map Size |
2048 |
2048 |
2048 |
| Shadow
Fuzziness |
30.0 |
30.0 |
30.0 |
| Heading |
124.6° |
202.0° |
243.0° |
| Pitch |
18.9° |
33.1° |
-50.0° |
| Bank |
0.0° |
0.0° |
0.0° |
|
|
|
This setup gives a cool, soft
atmosphere to the rendered
images, tinting the objects
with a slight yellowish tinge.
This lighting arrangement
is suitable for a scene without
a nebula, or, as shown here,
with a pale turquoise cloud.
Once again, it is recommended
that the camera points towards
the key light with the object
inbetween the two, rather
than having the key behind
the camera.
| |
Key
Light |
Kick
Light |
Fill
Light |
| Type |
Spotlight |
Spotlight |
Spotlight |
| Colour-R |
224 |
208 |
255 |
| Colour-G |
223 |
190 |
255 |
| Colour-B |
205 |
128 |
255 |
| Intensity |
250% |
25% |
75% |
| Cone
Angle |
30.0° |
30.0° |
30.0° |
| Soft
Edge Angle |
5.0° |
5.0° |
5.0° |
| Shadow
type |
Shadow
Map |
Shadow
Map |
Shadow
Map |
| Shadow
Map Size |
2048 |
2048 |
2048 |
| Shadow
Fuzziness |
30.0 |
30.0 |
30.0 |
| Heading |
64.3° |
191.5° |
296.6° |
| Pitch |
40.5° |
16.8° |
-42.8° |
| Bank |
0.0° |
0.0° |
0.0° |
|
I hope these example lighting setups give
you some ideas for your own creations.
The second and third lighting setups described
above are very memory-intensive, and may
cause computers without huge repositories
of free memory to revert to 286 speeds...
so are there any ways we can optimise
the shadow maps to use less memory?
There is one little trick that you can
apply to your lights that may allow you
to reduce the shadow map size a little,
and yet still retain the required level
of shadow detail.
By default, shadow maps take the cone angle
of the light as a basis for the area they
cover. When you are rendering a single
ship, this can often be quite wasteful,
with the majority of the shadow map being
used to cast shadows on areas of the scene
that contain no objects, as you can see
in the screengrab below, showing a view
seen through one of the spotlights, where
I have coloured all the areas that the
shadow map covers, but do not contain
any objects.
What is even worse is the fact that shadow
maps are always square, so in fact,
the area wasted is even larger than that
illustrated above. Therefore, a lot of
the memory that we are spending in order
to gain a high level of detail for our
shadows is actually being wastefully thrown
away.
If you open the properties panel for the
currently selected light, you will see
two controls at the bottom of the window
called Fit Cone / Use Cone Angle
and Map Angle / Shadow Map Angle
(depending on your Lightwave version).
To begin with, remove the tick from Fit
Cone / Use Cone Angle so that we can
manually control the amount of the light
cone will cast shadows. Now change the
Map Angle / Shadow Map Angle to
something smaller than what it currently
is.
If you look through this light in the Layout
view, you will see a dotted box appear
within the spotlight's cone (as seen below).
Gradually reduce the Map Angle / Shadow
Map Angle until the box is slightly
larger than the object you are attempting
to illuminate. You may have to alter the
position or rotation of the light slightly,
so that the object is centered within
the light cone.
In the image above, I reduced the Map
Angle / Shadow Map Angle to 15.0°
from the default 30.0°. You can now see,
from the image above, that the proportion
of the shadow map that will be wasted
is now greatly reduced, effectively giving
us higher-resolution shadows at no extra
cost in terms of memory.
That's a pretty good start, but a spot
of common sense will tell us that a square's
longest dimension is it's corner-to-corner
diagonal. We can make use of this fact,
and optimise our shadow map use even further.
We can achieve this by altering the Bank
angle of the light itself, until the object
lies across the diagonal of the shadow
map's square area. Following this, we
can further reduce the Map Angle /
Shadow Map Angle until the box neatly
encompasses the object to be illuminated.
After you have optimised all your shadow
maps in this fashion, go back to the Light
Properties panel and gradually reduce
the size of your shadow maps and test
render, until the level of detail in the
shadows is no longer satisfactory.
Another useful tip that can save you a
lot of time is building libraries of lights
for use in later scenes. Here at AP3D,
we always save a separate lighting scene
for the projects we work on so that we
can quickly bring in the lights to another
scene from the same project.
Here's how to do it.
First, make sure that all of the environmental
lights (such as the key, fill and kick
lights) are not parented to any
objects. Next, clear all the objects
out of the scene, along with any lights
that are attached to objects (such as
lights used as engine flares etc.) When
this is done, create a single null object
called Scene Lights Parent and
parent all of the remaining lights to
it.
Now save your scene as My Lighting Setup.lws
or something that means more to you personally.
Clear the scene so that you have a fresh,
empty copy of Lightwave. Load up a few
objects of your choice. Finally, open
the Lights panel and rename the main,
default light kill-me or something
else that is easy to recognise.
You can now use the Load from Scene
function to load up the contents of My
Lighting Setup.lws into the scene
you are currently working on. When Lightwave
asks you if you want to load the lights
from the scene as well as the objects,
click YES / OK.
Open the Lights panel again, and you will
see that the lights from My Lighting
Setup.lws have all been brought into
the new scene, with all their settings
intact. The only modification you will
need to make here is to find the light
that you called kill-me and remove
it from the scene. The position of the
entire lighting rig can be quickly and
easily controlled by moving and rotating
the Scene Lights Parent null object
that was brought in with the Load from
Scene action.
Using this method you can quickly build
up a library of different lighting setups
you have created that you like, so setting
up new scenes can be even quicker.
The most important thing in lighting
space scenes is to have a good range of
very bright highlights, and very dark
shadows. This is the reason why ambient
lighting is such a big no-no in space
scenes, because if there is ambient light
in your scene the shadows will never
go right down to black.
The best way to achieve these very bright
highlights is usually to position the
key light behind the object, pointing
at the camera. A certain amount of fiddling
with this key light will be necessary
in order to get the highlights to appear
exactly as you want them, with pleasent
shadows coming from protruding structures
obstructing the light's rays.
Quite often, you will find that your key
light needs to go way beyond 100% intensity
in order to get the highlights bright
enough. In photographic / film terms,
you should aim to considerably over-expose
the highlights on your ships.
Once you have got your key light into a
good position, you can start to lighten-up
the faces of the ship oriented towards
the camera with fill lights, and then
pick out some nice edges with kick lights.
The following series of images will demonstrate
the steps involved in setting up an example
lighting rig. The scene I will be using
is the one used for the screengrab above,
so you can see the relative positions
and orientations of the lights.
| This is the scene I am going to
be lighting, shown here with no
scene lights at all, and ambient
light turned right off. The only
light on the object at the moment
is coming from the luminous windows. |
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| Firstly, I will add my Key light.
This spot light has 250% intensity,
and a pale yellow colour. Its
position and orientation are set
so that very intense highlights
are achieved on some of the top
surfaces of the ship. Notice that
much of the side of the ship facing
the camera is in total darkness. |
|
|
To brighten-up these very black
areas, rather than cheat and
ramp up the ambient light
levels, which would eliminate
the blackness of the recessed
areas completely, I will add
a fairly bright fill light.
I have positioned and rotated
this light so that it shines
from the rear of the object
upwards, leaving some very
dark areas on the object,
but giving some definition
to the underside of the ship.
|
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The ship now looks a little
cold, so I will add a fairly
dim, coloured fill light shining
from the front of the ship.
This light will act as a kind
of interface between the harsh
light of the key, and the
softer light of the first
fill.
Its effect is very subtle,
but the colour bias it gives
to forward-facing surfaces
helps to give more solidity
to the object.
With all the lights turned
on, we have ourselves a pretty
nice lighting rig.
(Why does that last line sound
like a Macguyver script?)
A larger version (1024x768)
of this final image can be
downloaded here.
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That pretty much concludes this lesson,
although I will probably extend this particular
lesson at a later date when I think of
some further useful things to write about.
If you have any questions or suggestions
for additions to this lesson that you
feel are of sufficient general interest
to be included here, use the feedback
form at the bottom of this page.
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