Lighting
is a really important step in the whole
process. Many times, we setup lights
fast but we have to understand that
lighting can change the scene look for
the better or for the worse according
to the configuration we chose.
I usually work a lot in lighting setup,
making tons of render tests to get a
good scene lighting.
In
this project, I setup the scene with
two lighting configurations: the first
one is oriented to get a still image,
with high quality output, using advanced
render features like GI, radiosity,
and so on.
The
second configuration is for a simple
100/150 frames animation with lower
quality than the first one, using
3DSMax standard lighting because those
advanced rendering features consume
a lot of time, not compatible (at
least for me) with an animation with
those characteristics.
The first configuration is really
simple. I just located a soft yellow
target direct light as the sun, with
a multiplier slightly over 1.0, and
I increased the shadow map to 1024.
The higher the shadow map size, the
higher the shadows quality.
No
more lights objects were necessary.
I used specific features of the render
engine (global illumination, radiosity,
caustics, indirect lighting, etc.)
for that shot.
For
the final render I used V-RAY (free
version). I set a value of 0.7 for
the skylight to light the shadow areas,
with a soft light blue tint. I didn't
use a higher value to keep the contrast
between light and shadow zones in
the picture.
I
activated "Indirect Illumination"
too. With these features, objects
reflect light affecting the sorrounding
space, increasing the realism. Indirect
illumination is based in a variable
called: bouncing (related to the concept
of "color bleeding"). The
higher the bounce value is, the more
interaction between an object with
its sorroundings will be. The options
on the right were used to get the
final image.
I
set the max value for the image sampling
to 3, so I got a good antialiasing
result. I chose the adaptive subdivision
method, which is the faster one.
With these features, filling the scene
with lighting you achieve more realism
in this way than using standard lighting,
but these advanced render engines
have a disadvantage: They are very
time-consuming. If you are not familiar
to them, you waste a lot of time testing,
to get the right look you're looking
for. In adittion, this kind of renderer
usually has many adds like special
lights, shadow maps and materials,
for specific reasons, as reflection,
refraction, sub-surface light scattering,
caustics effects and many more. I
usually play around with the pre-defined
settings, modifying some values in
the workflow.
The
result I got in the final image was
quite right, though I had some problems
with reflection and refraction in
the window panels. It was because
I
couldn't use the V-Ray shadows because
I had no enough memory in my system
to render with this kind of shadows.
I had to fix that in post production.
The
second version of the lighting configuration
is aimed at getting a simple animation
where a camera moves through the scene
in a straight line for 100/150 frames.
The frame number required a fast rendering
process, so advanced features for
rendering were rejected. I created
a main light source (sun) with a soft
yellow light with a multiplier value
of 1.2.
To
fill the scene, and mainly the shadow
areas, with soft light creating a
sensation of Global Illumination,
I put an array of twenty-seven lights
with low value (0.025) in the inner
space of the model. I set soft shadows
(shadow map) with a high sample range
to blur the edges.
This
"home-made" way to fake
skylight, produces interesting results
when you can't use advanced lighting
because different reasons (time, for
example). I render this way a 640
x 480 test in 11 minutes whereas the
same shot using GI with a decent quality
takes at least 1 hour. You can see
the difference in the flash movie
on the right. Drag the red arrow at
the bottom of the image to see the
difference in the shading of both
images.
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That's
it. Once that I set all parameters...
Render.
After a couple of hours the final
image was ready. I did some color
adjustments (hue/saturation) to desaturate
a little the image and get an old
look.
The
whole project took me a couple of
months (working only on weekends)
to finish. The scene has over 600
objects, 60 materials, 99 bitmap textures
and some procedural maps. Almost all
bitmaps are from 3DTotal Textures
CD's. The final image (800 x 800 resolution
tooks 3 hours 42 minutes with V-Ray
free).
I
hope this tutorial will be useful
for you. If you have any questions,
comments or suggestions, just send
me a mail. I'll be glad to answer
you.
Finally,
I want to thank Lilian who helped
me with the translation; to my father
for his useful advices; to Marcos
for his critical eye; to Mario for
"taking care" of my renderings,
all the members of my family and to
"the marine" Gastón,
for his suggestions.
Thanks
a lot guys and cheers!
Fabricio.
This image was created using
a few of the hundreds of textures from
the Total Texture CDs - very comprehensive
texture collections priced with the
hobbyist in mind. To see more examples,
download free
samples and read full details follow
this link