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Ligh5ng
help
tell
the
story.
In
the
movies
that
you
watch,
be
it
live
ac5on,
computer-‐generated
or
effects-‐driven,
the
mood
of
the
scene
is
sustained
by
the
placement
of
lights.
Color,
intensity,
contrast:
all
of
these
factors
play
into
the
ambience,
sending
a
visual
message
to
the
viewer.
In
3D
work,
many
ar5sts
focus
on
the
first
parts
of
the
content
crea5on
process.
When
it
comes
5me
to
render,
the
deadline
has
usually
arrived
or
the
excitement
of
finishing
the
project
takes
the
forefront,
leaving
the
ligh5ng
process
just
as
an
aLerthought.
This
is
one
of
those
glaring
mistakes
people
make.
No
maNer
how
well
you’ve
modelled
or
animated,
if
the
ligh5ng
is
mediocre,
then
your
effort
is
wasted.
Many
anima5on
could
have
been
saved
from
being
“blah”
had
it
just
been
lit
properly.
When
you
have
a
scene
to
render,
one
needs
to
first
determine
what
the
actual
message
that
scene
needs
to
convey.
Once
you
know
that,
then
you
can
plan
out
the
ligh5ng
you
need
to
do
using
Maya’s
array
of
illumina5on
tools.
Essen5ally for overall brightening Emits from a single point towards all direc5ons
Emits light rays in a cone shape Similar to a point light, but is contained within a volume
of
space
Direc5onal
Light Area
Light
Casts rays parallel with each other. Emits light from an area rather than a single point.
Light loca5on does not factor in illumina5on, Shadows become soLer when they are father from
raytraced
shadows.
Photography Principles
PORTRAIT LIGHTING
Key
Light
Fill
Light
Back
Light
Studio
setup
A
Sample
Maya
Setup:
Same ligh5ng as above looks good. With ground plane and added overhead light
Indirect Lighting
GLOBAL
ILLUMINATION
In
the
real
world,
light
bounces
off
infinitely.
Star5ng
with
the
light
source
(the
sun,
lamps,
etc.),
the
rays
will
strike
a
surface.
Depending
on
the
proper5es
of
said
surface,
some
of
the
light
will
be
absorbed
and
some
will
be
reflected
outwards
to
strike
another
surface,
but
in
diminished
value.
This
is
why
when
a
door
opens
to
let
in
light
in
a
totally
dark
room,
you
are
able
to
see
beyond
where
the
light
strikes.
In
3D,
when
a
light
strikes
a
part
of
a
scene,
only
those
hit
will
be
illuminated.
This
is
referred
to
as
direct
illumina5on.
Reflected
light
from
surfaces
is
called
indirect
ligh5ng.
Global
Illumina5on
(GI)
is
one
of
the
features
of
mental
ray
that
simulates
the
bouncing
of
light.
To
use
GI,
you
need
to
create
a
light
that
will
shoot
photons
into
the
scene.
These
photons
and
their
intensi5es
in
3D
space
are
recorded
into
a
photon
map.
The
area
is
then
searched
for
surfaces
that
intersect
with
these
photons.
These
photons
can
then
bounce
off
to
hit
other
surfaces,
with
the
intensity
changed
depending
on
the
property
of
the
reflec5ng
surface.
The
surfaces
are
illuminated
based
on
these
intersec5ng
photons.
Lights
that
produce
good
photons
are
spot,
area
&
point
lights.
Direc5onal
lights
can
also
emit
photons
but
since
all
its
light
rays
are
parallel,
it
has
no
actual
“origin”
or
place,
for
the
photons
to
cast
from.
What
results
is
usually
a
burnt-‐out
render.
But
direct
ligh5ng
can
be
independent
of
photon
cas5ng.
So
if
you
need
to
use
direc5onal
light,
you
can
work
around
this
by
using
an
area
light
with
zero
intensity
to
do
the
photons
emission
as
in
the
example
below.
Using
one
direc5onal
light Using
an
area
light
to
simulate
bounced
light
Part
of
the
GI
effect
is
reflectance
of
color
as
well. GI
with
Final
Gather
turned
on.
FINAL GATHER
Final
Gather
(FG)
is
a
very
useful
mental
ray
feature
if
you
want
a
quick,
fast
and
easy
GI.
It’s
not
necessarily
accurate
but
if
your
purpose
is
only
to
have
that
“GI
look”,
then
using
FG
would
do
the
trick.
In
addi5on,
with
FG,
you
can
simulate
light
emimng
objects
by
turning
up
the
incandescence
value
of
the
shader
associated
with
your
objects.
IMAGE-‐BASED
LIGHTING
Image-‐based
ligh5ng
(IBL)
is
a
process
wherein
the
3D
geometry
is
lit
based
on
the
informa5on
stored
in
image
files.
This
result
in
extremely
accurate
ligh5ng
based
on
real-‐world
environment,
making
the
3D
image
blend
seamlessly
with
the
background
image
it
is
being
composited
to.
With
image-‐based
ligh5ng,
the
image
file
itself
cast
the
illumina5on,
nega5ng
the
need
to
create
light
and
it
also
takes
the
guesswork
out
of
assigning
light
values.
It
is
already
standard
prac5ce
for
Hollywood
effects
houses
to
send
a
team
to
the
loca5ons
of
scenes
being
shot
so
they
can
take
high-‐resolu5on
images
of
the
en5re
set.
Those
images
are
then
processed
to
be
used
as
reflec5ons
and
illumina5on
for
the
CG
footage.
In
Maya,
you
can
use
both
LDR
(low-‐dynamic
range)
and
HDR
images
as
IBL.
However,
HDR
are
best
suited
for
this
because
they
store
the
radiance
map
needed
to
portray
the
true
illumina5on
values
of
real-‐world
environments.
You
can
use
either
probe
images
or
spherical
(360
degree
panorama)
images
in
image-‐based
ligh5ng.
Special Shaders
mental
ray
has
several
shaders
for
light
effects
and
for
surfaces
that
behave
in
a
certain
way
towards
lights.
One
of
them
is
the
ambient
occlusion
shader
used
to
ground
the
black
shampoo
boNle
above.
There
is
a
network
of
shaders
for
the
camera
and
light
that
simulates
sunlight:
Physical
Sun
and
Sky.
It
requires
Final
Gather
enabled
for
it
to
render
properly.
When
you
ac5vate
Physical
Sun
and
Sky
from
the
Render
setup,
a
direc5onal
light
is
created
along
with
a
series
of
nodes
that
connect
to
it,
as
well
as
the
exis5ng
cameras
in
the
scene.
The
placement
of
the
direc5onal
light
has
no
bearing,
but
the
orienta5on
does.
The
Rotate
X,Y
&
Z
aNribute
control
the
placement
of
the
“sun”
with
respect
to
the
“sky”
in
the
scene.
Many
objects
such
as
food,
plants,
marble,
candles
and
skin
do
not
just
absorb
and
reflect
light.
When
the
light
is
absorbed,
it
bounces
just
beneath
the
surface
before
being
reflected
back
to
the
environment.
The
term
“glowing
skin”
is
a
vague
descrip5on
of
this
translucent
property.
The
Translucence
group
of
aNribute
present
in
many
standard
shader
is
a
simple
way
to
approximate
sub-‐surface
scaNering.
This
is
useful
for
effects
such
as
shadows
being
cast
from
behind
a
thin
object,
or
for
objects
with
a
single
type
of
material
such
as
candle
wax.
Leaf=
Blinn
surface
with
Translucence
value
of
0.341
However,
to
achieve
something
complex
such
as
human
skin,
mental
ray
provides
with
several
sub-‐
surface
scaNering
shaders:
miss_call_shader
miss_fast_shader
miss_fast_shader_x
miss_fast_shader_x_passes
miss_fast_simple_maya
miss_fast_skin_maya
miss_physical
miss_set_normal
miss_skin_specular
Giraffe with Blinn Shader Giraffe with SSS fast skin shader