General

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Lighting Theory for CG


The scene has one distant lightsource, which is pointing towards the table and ambient intensity is at 25% (Lightwave’s default value). Note that the road is too dark, the legs of the table are too bright, the chairs and the stool are too dark. The cloth and the box on the table are too bright. The problem is here is not the intensity of the light coming in from the distant light, it is the diffusion values that I have set for the objects in the scene. No matter how you adjust the intensity of the light or its angle, if you do not set the diffusion values of your surfaces properly, you will always end up with such disparities.

In Fig.13 below, I have reduced the diffusion values of those objects that were too bright, and increased the values of those that were too dim. I have also increased the light intensity from 100% to 170%.

Fig.13

Note that some parts of the image are still dark and some are still bright. I am talking about the two chairs in the scene. The one farther from the camera is brighter than the one closer to the camera. But both of them have the same surface! We have hit another problem and that is of the angle of the chairs relative to the light. We have used a distant light source up till now. Either we can add another light slightly displaced from the position of the light present in the scene, or we can use area lights. If we add another distant light and displace it slightly, it might fix the disparities in the brightness of objects in the scene, but it will lead to two shadows for all objects. That is not how it is, at least on this planet. Even with the single distant light, the shadows are unrealistically sharp. Replacing the distant light with a distant shadow-mapped spotlight will not solve the problem entirely. While the shadows will become soft, their softness will not vary as the shadows moves away from their parent objects (If the shadows are not playing a major part in the picture, then one should use shadow-mapped lights instead of area lights).

Until now I have not really applied what I have discussed in the previous sections. Now it is time…to get real. I will replace now replace our primary distant light source with an area light placed far into the ‘sky’, reduce the ambient intensity to 0% (like it is in the real world), and add some fill lights to the scene to simulate bounced light from the surroundings.

Fig. 14

In Fig. 14 above, the sun simulating light source is an area light source with a small area. The settings for the light are as follows.

Light Type: Area

Intensity: 90%

Color: Red—252, Green—201, Blue—143

Shadow Type: Ray Trace

No Diffusion: Off

No Specular: Off

Fig. 15 and Fig. 16 show a close-up view of the scene and descriptions about other fill lights in the scene.

Fig. 15 (left View)

Fig. 16 (Top View)

The Reflected Floor Light has been placed just below the ground. This has been done to simulate the reflected light from the ground and to serve as a fill light. The settings for the light are given below.

Light Type: Point

Intensity: 30%

Color: Red—255, Green—225, Blue—198

Shadow Type: Off

No Diffusion: Off

No Specular: On (box checked)

Settings for the light labeled ‘Fill Light’ are given below.

Light Type: Distant

Intensity: 35%

Color: Red—255, Green—225, Blue—198

Shadow Type: Off

No Diffusion: Off

No Specular: On (box checked)

Again, the purpose of this light is to fill up dark areas and make them a bit brighter.

Settings for the light labeled ‘Reflected light from surroundings on the right’ are given below.

Light Type: Area

Intensity: 47%

Color: Red—255, Green—225, Blue—198

Shadow Type: On

No Diffusion: Off

No Specular: On (box checked)



Photoshop_for_3d


Note that this light has shadows turned on and its long and narrow in size. This size was made this was to simulate light that is reflected off say a wall on the right of the table, not visible to the camera. The shadows have been turned on for this fill light in particular because area lights tend to produce much realistic shadows and in our case, the light produces an extremely soft shadow for the stool. Now you can say that an area light source will push the rendering time upward and turning on the shadows will have the same effect. Well, you are right in saying that. But when I replaced the light with a distant light with shadows turned off, the scene hardly looked realistic. Consider the figure below and see how the stool casts no shadows onto the floor that lies within the shadow of the table.

Fig. 17

With the long and narrow area light with shadows turned on, the resulting image came out to be much better looking. (Fig. 18)

Fig. 18

With this done, we are ready for the final render. However, we are not done yet. I have noticed that sometimes Lightwave tends to over-saturate colors, especially when using light intensities beyond 100%. To fix this, I sometimes take my Lightwave renders into PhotoShop and reduce the color saturation. I also increase the contrast of my images to counter Lightwave’s linear light fall-off. (there are plugins available that let you adjust hue/saturation/brightness/contrast etc. from withing Lightwave) And if my image looks too clean, I sometimes tend to add some noise into my images.

Before concluding this article, I would like to remind you again about diffusion settings. If you can’t get it right by playing around with light settings, play around with the diffusion settings. Diffusion settings have a strong impact on the realism value of the scene, and should never be taken lightly.

So go out in the sunlight…and just observe, but carefully…and you shall become themaster of natural lighting.


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