This is not a particularly realistic set up especially when we look at the image below, but it created a subtle mood which I liked. I provided the bounce and fill light with groups of omni's, some of which were simply used to form highlights on the pipework.
5. The final stage was to provide a glow effect around the ceiling and floor lights which was done in Max using video post (see the image below).
With the lamp material selected go into the material editor and click on the material effects channel button ( ringed in red on the left ) and select a number - in this case 2. Then in video post under properties assign the same number in the effects ID box and you should see the results in the viewing window above. You can then go into preferences and specify the size and intensity of the glow as well as the colour which in this case is a user defined green / blue hue. As the floor lights have different glow parameters it means that you need a seperate filter event in the queue as well as a different effects channel in the material editor (see the image below).
This about wraps up the three scene variations and next month we will conclude the series with a look at how dirt maps can be used to show a neglected and abandoned hospital and a worn and aged version of the Sc-Fi scene.
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