Let's
begin this simple tutorial I've written
not so long time ago about Outdoor Illumination
in mental Ray.What you see below is
the final render of what we need to
achieve with this tutorial.
Step1
- a simple scene
Modelling
the pottery of the scene
It
is very important to have some simple
stuff on the scene so you can look on
how Global Illumination and Fg work
on your surfaces and their shaders .For
this little tutorial I created some
potteries,which are very easy to make
but also smooth enough to let you all
see
how the lights and shadows work.I assume
you to have some modelling skills so
I won't get into pottery explanation(just
create simple Nurbs Geometry with the
Revolving Tool...then convert it to
poly and tweak it a little bit more....but
as long as we are talking about Illumination
we shouldn't really care about how objects
look like...)
You need to arrange the pottery with
3 nurbs planes like in the picture.that's
Easy!Isn't it?
some
sample of the pottery
3DTotal
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arrange
the scene in this way
Step
2 - The lights
approach
One of the most popular way to illuminate
3d models is the three-point-lighting
method,wich gives your scene a fully-thridimensional
form.The three point lighting method
is a very known scheme also in Hollywood
movies.In this tutorial i'd like to
explain you how to achieve the same
kind of effect with Golbal illumination
and Final gather point in mental ray.
The three-point-lighting is basically
a way to 'reveal' your models...not
only to lit them brightly;But as long
as we are talking about Gi and Fg we
don't need to care about having three
lights.We can work just with one,(in
this tutorial two are better).Global
Illumination and Final Gather point
are some very usefull and powerfull
features of mental ray,they can provide
very realistic rendering based on specific
phisical photon emissions.
In Maya only spotlights and points light
can emitt photons...so in this tut we
will work with them,discovering some
usefull things about how to save photons
maps so that our rendering time will
be shorter.