General

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Lighting Theory for CG


This Floor light actually simulates bounced light from the floor (radiosity) to some extent. Note that I have also turned on ‘No Specular’ from the Lights menu for the floor light. This was done because if there were more objects placed in the scene with specular settings for their respective surfaces, then you would see the specular spot on the objects. The floor acts like a huge area light source with low intensity and would not cast specular hotspots on objects. We are using a point light here to simulate the floor’s reflected light and that would lead to a specular spot that is concentrated and not spread out. Therefore, it is advisable to turn on ‘No Specular’. (You could replace the point light with an area light for more realism, but then be prepared to wait as the rendering times will go up real high)

Fig.7.3

Also note that I have turned on intensity fall-off for the Floor light to produce a more realistic lighting setting.

Before moving onto the next section, I would like to advise that if you use area light sources in your scene, keep their area small. A very large area light may produce very ‘noisy’ shadows that you may not be able to smooth out even with ‘Enhanced High’ anti-aliasing settings. If you have a use a huge area light source and still want acceptable shadows, break the one huge area light source into smaller area light sources (the trade off here is longer rendering times)

Some tips on Lighting

While I am no master of lighting as yet, I would like to share a few things that I have learnt about compositing a scene. But before I do that, I would like to point out that you should get yourself a book on lighting if you are a beginner (if you are not, then you should not be reading this article J ). One book that I have found very useful is Painting With Light (University of California Press). The book is written by the ace cinematographer of the age of black-and-white movies, John Alton. The book has no colored illustration and concentrates on some very effective techniques of film lighting. I would recommend the book to anyone who is planning to study indoor/outdoor lighting.

I have also found magazines of photography as very helpful in studying lighting techniques. One can learn so much by studying the art of those who have mastered the fine art of lighting.

Now getting back to the subject at hand—lighting tips. I would recommend that you start out with simple black-and-white lighting studies. While this will keep your mind off the larger color spectrum, this exercise will give you some knowledge of how to play around with contrast to bring your subject to the attention of the viewer. John Alton once said, “Black and white are colors.”

The following renderings were done in Lightwave after looking at some lighting concepts in Alton’s book (In fact, they are almost exact replicas). They illustrate the concept of contrast and how it can enhance the shape of your subjects.

Fig. 8.1 (Average Approach)

Fig. 8.3 (Better Approach)

Fig. 8.3

Fig 8.1 shows how lack of contrast leads to a loss of shape definition for the two cubes. In Fig 8.2, the places of the cubes have been interchanged and that has brought out their features much more than in the previous case. (You could also have solved the problem by rotating the light by an angle of about 90 degrees so that it would face the wall behind the black cube in Fig. 8.1) Fig. 8.3 is just another very simple example of the use of contrast and how it has brought out the back of the cube.

However, it is not necessary for your images to have high contrast in them. It depends on the scene and the mood that you are trying to create. A comic scene should be lit brightly, though not necessarily. With a sad scene, contrast can play a major role and it should be thus emphasized more. The mood of a scene that is tragic can be enhanced by a strong contrast of deep blacks and blazing whites.

A Practical Example

In this section I shall take you through the setup of a very simple scene in which I shall apply the lighting concepts discussed in the previous sections. (Note that this scene does not require any 3rd party plugins, but I will stress the need to use one to enhance the image)

The Scene: A roadside café. Time: afternoon. We shall only concentrate on a table, two chairs and other objects to fill up the scene. (See Figure 9 below)

Fig. 9

Most of the objects (the table, the chairs, the stool, the ashtray, the plate, and the potted plants) in this scene were taken from Lightwave’s CD. The cloth was modeled using Metanurbs, and box and the cylinder are Lightwave’s primitive objects. The road and the sidewalk consist of planes and the curb is just a plane extruded along a path.

In Fig. 10 and Fig. 11 Below, I have setup the scene in Lightwave. The objects in the scene have default surface settings for diffusion, specularity etc. (Note that the objects taken from the Lightwave CD come with preset surface settings)

Fig. 10

Fig.11

(I have temporarily removed the preset surfaces

of objects from Lightwave’s CD)



Aquarium


Fig. 11 shows a rendered image of the textureless scene. I applied some real world textures of cement, concrete and wood to get to Fig. 12 (below).

Fig. 12


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