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Note:
This tutorial was written for Lightwave
5.5, but can be applied to any 3D software.
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Preface
Lighting
in Lightwave is a tutorial designed
for application of lighting theory to
computer graphics and requires a basic
understanding of 3D principles. I will
predominantly concentrate on natural
lighting, but will mention a few things
about artificial lighting as well. The
overall thrust of my article will be
to produce photo-realistic images by
applying good lighting techniques and
post-processing. In the first part of
this article will explore the theory,
and in the second part, I will take
you through a step-by-step tutorial
to produce a simple 3D scene lit by
simulated sunlight. I will try to make
the application part of this article
as much software independent as possible
so that you can try out the techniques
mentioned in your choice of software.
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Introduction
Design, modeling, surfacing, lighting,
animation, rendering and post-processingthese
are some of the aspects that we generally
look at during the span of each project.
For most of the people that I have come
across, the greatest stress has been
on modeling and it declines as we move
on to other aspects. The most neglected
aspect is that of proper lighting. Place
a few lights here and there and then
relying on the softwares rendering
engine will only get you so far as to
come up with a synthetic (in other words,
pathetic) looking image. The goal for
some of us is photo-realism, and that
requires not good modeling, but good
surfacing and good lighting. It is easy
to get away with images that require
artificial lighting because we are not
that familiar with it when compared
with natural lighting. Replicating sunlight
inside your 3D software is hard. The
audience, being familiar with sunlight,
is very quick to point out any irregularities.
Certainly, those who are in the business
of replicating sunlight need to be extremely
observant of how natural light reflects,
refracts, changes color, and changes
intensities in nature. Simulating natural
light requires a lot of consideration
regarding the position, intensity, and
color of the light sources used.
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Some
Characteristics of Light
Color
The
color of light depends upon its source.
White light is composed of all the possible
colors that exist. A ray of white light
changes color if it encounters an obstacle,
which is not white and is not black.
If it hits a white object, the same
ray is reflected. If the object is black
in color, all the light, no matter what
color it was originally, is absorbed
by the object and nothing is reflected.
So basically when you look at a totally
black object, you see the color black
because no light enters your eye from
that direction. To prove this thing,
I ask you to close your eyes for one
second. Which color did you see?
In
Fig. 1 below you can see a white incident
ray of light, which is reflected off
a blue floor. The floor absorbs all
the colors in the incident ray except
blue, and reflects it. Note that the
light is reflected at the same angle
at which it was incident relative to
the floor.
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Fig.1
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Any
object that is in the path of the reflected
blue ray will be lit by blue light only,
provided that the white light is not
incident on the same object. If it is,
the object will have a blue tinge. This
blue tinge is caused by radiosity, a
phenomenon that is not implemented in
most 3D software because of the tremendous
mathematical complexity of radiosity
algorithms.
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Reflection
& Refraction
Figure 1 shows perfect reflection which
is impossible in the real world. Perfect
reflection is possible only if the reflecting
object is absolutely smooth. In reality,
what happens is that not all of the
original incident ray is reflected in
the same direction. Some of it is reflected
off at odd angles to the floor [Fig.
2]. This in turn reduces the intensity
of the reflected ray even more.
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Fig.2
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The
same thing happens when light is refracted.
Light is not just bent I one direction,
but the incident light is divided into
several components and refracted at
different angles owing to the imperfection
in the refracting surface.
Both
these irregular reflections and refractions
lead to blurred reflections and refractions.
This also leads to the fact that the
reflected light serves as a point light
source (as in the case of Fig. 2), rather
than a single direction light source
(as in the case of Fig. 1). In Fig.
2, the reflected light ends up lighting
up much more of its surroundings than
in the case of Fig. 1.
One
more point to note that the intensity
of the reflected light declines in an
exponential manner. You will read more
about intensity fall-offs in the next
section.
Basic
reflection is supported by current-day
3D software. Any object having reflection
properties defined will bounce an incident
ray. The number of times the ray bounces
is controlled by the Ray Recursion Limit
which you can set in most 3D software.
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Intensity
Falloff
A
Light rays intensity falls off
with the square of the distance from
the source of the ray. In many of todays
3D software, falloff calculations for
lights are done on a linear scale. There
are some that directly support exponential,
or inverse-square falloff. In the case
of exponential falloff [Fig.4], the
light intensity decreases a lot more
as you move away from the light source
than in the case of linear falloff [Fig.
4].
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Fig.3
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Fig.4
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3D
Studio Max directly supports exponential
falloff, whereas in Lightwave 3D 5.6
you can use Gaffer, a plugin from Worley
Laboratories, or Realitools Volume 2
from Dynamic Realities to get exponential
falloff. Later on in the article, I
will show you a post-processing technique
that can get you almost the same results
as those you get with exponential falloff.
(If you have Lightwave [6], it already
has support for exponential fall-off
lights)
That
was a very brief look at some of the
characteristics of light that one should
know before getting involved in lighting.
Now we shall see how these characteristics
affect natural light.
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Observing
Light
I
will begin this section with a look
on Natural Light, and will then briefly
mention a few points on artificial lighting.
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Natural
Light
Natural
Lighting, or real world lighting, comes
in a myriad of forms. It would perhaps
take you an incredibly long amount of
time to study each and every aspect
of natural light, but for this article,
I will limit myself to the basics.
Outdoors,
the sun during the day is the primary
source of light. The light is slightly
yellow in color, but a closer look at
your surroundings will point out that
yellow colored light is not the only
color that is affecting your surroundings.
While the suns light is the primary
light, one could say that there are
at most an infinite number of secondary
light sources emitting light in all
sorts of colors that are found outdoors.
In describing the characteristics of
light above, I mentioned how light of
one color changes to another color when
it encounters an obstacle that is different
from the color of incident ray of light.
I also mentioned that some light is
scattered when it is reflected or refracted.
Now consider the world outside of your
room. There are trees that are brown
and green, grass that is totally green,
pavement is gray [though not always]
and so on. So an actual sample of outdoor
light would be composed of many colors,
but the most active color would be that
of sunlight. Even when there is not
much in the surroundings, there will
still be some ambient light. Even in
the Sahara, shadows are not completely
black. The dust particles in the atmosphere
(even the atmosphere itself) reflect
light.
Every
leaf, every brick, even every human
is in essence acting like a secondary
light source! However, these secondary
light sources are extremely dependent
upon their color and the intensity of
the light that they are reflecting.
If the color of the reflecting object
is dark, then it will not reflect a
lot of light. Most will be absorbed.
And coupled with exponential falloff,
the range of the reflected light is
reduced even further. But if the color
of the reflecting object is bright,
say a white wall, then it will have
considerable effect on the light distribution
in its surroundings. In Fig. 5 below,
the light from the yellow wall spreads
a lot more on the floor than the light
from the blue wall.
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Fig.5
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It
is also worth noting that the color
of light changes during different times
of the day. At dawn, sunlight has a
red tinge. At sunset, the red tinge
is more apparent. In between these two,
the lights yellow tinge is more
apparent.
Shadows change position as well as their
shape during the course of a typical
day. At dawn, there is no primary light
source. All the light that we see at
dawn comes to us after being reflected
off the atmosphere. I am assuming here
a place where there are objects between
you and the sun, so that at dawn the
horizon is not visible. In such a situation,
it will be hard to find a well-defined
shadow. The whole sky acts as a kind
of a primary light source. Other objects
do reflect light, there is not enough
of it to have a significant effect.
Shadows are incredibly soft-edged.
Around
mid-day, the shadows are much sharper.
The distance between the shadow-casting
object and the shadow-receiving object
defines the sharpness. The variation
in shadow sharpness is shown below in
Fig. 6. I have exaggerated the softness
of the shadow along the distance of
the plane to illustrate my point. In
reality, direct sunlight makes the shadows
grow softer at a much slower rate as
the distance between the shadow casting
object and the shadow receiving object
increases. The rate at which the shadow
changes its sharpness is dictated by
the size of the light source. The bigger
the light source relative to the obstructing
object, the greater will be the rate
of increase of the shadows softness.
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Fig.6
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At
sunset, if an object is not directly
being lit by sunlight, then its shadow
will be extremely soft and will only
be make a noticeable presence at the
base of the object [Fig. 7]. The same
can be said about shadows at dawn. The
whole sky acts as one big light source
and the light that comes from it hides
most of the shadows. It is also worth
noting that objects that are placed
within shadows cast the same soft-edged
shadow, but only when they are very
close to some surface [Fig. 7].
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Fig.7
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The
Lightwave Lighting Engine
Lightwaves
lighting engine is one of the finest
that you can find on the market. All
of the power of Lightwaves lighting
is hidden behind an easy to use interface.
Lightwave gives you five kinds of light
types
Distant
Light
Point Light
Spot Light
Linear Light
Area Light
The
one difference that separates a distant
light from all the other light types
is that it casts parallel rays of light
on to the objects. For all the other
light types, light emanates from a point
and goes out in a radial fashion. (In
the case of Area and Linear lights,
there are several of such light-emanating
points arranged close together)
The
one other light type defined in Lightwave
is Ambient Light. While I would not
advise using ambient light in every
scene that requires certain areas to
be lit, it does come in handy when you
have to light up a certain area that
is not that obvious to the viewers
eye. You must be careful in setting
up ambient lights if you already have
lights placed in the scene. The reason
for this is that ambient light will
affect each and every light that exists
in your scene. If you must use ambient
light, then set its value at the start
of the scene when all objects have been
layed out and theres only one
light in your scene.
While
Lightwaves lighting engine will
not allow you do specify surfaces that
will be affected by certain lights (does
not apply to Lightwave 6+) and not by
others (selective lighting), you can
mimic this effect to a certain extent
by playing around with light settings.
Consider
the Lightwave scene shown below. You
will notice a floor plane and a wall
plane. There is one light, the Main
Light that lies above the two planes.
Main light affects both the planes in
the scene. The Simulated Floor Light
has been placed under the floor plane
and its shadows have been turned off.
This way the light will affect only
the wall plane, and not the floor plane.
It will affect the floor plane from
below, but we will place the camera
above the floor plane, and therefore,
will not see the effect of the Floor
light on the floor.
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Fig.7.1
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Fig.7.2
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