Lighting Techniques in NX Render - Fermilab Design... · Lighting Techniques in NX Render ... Think...

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© Copyright LightWork Design Ltd 2005 Lighting Techniques in NX Render Lighting Techniques in NX Render

Transcript of Lighting Techniques in NX Render - Fermilab Design... · Lighting Techniques in NX Render ... Think...

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Lighting Techniques in NX RenderLighting Techniques in NX Render

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OverviewOverview

Light types in UG Shadows in UG General lighting principles 3 Point Lighting in NX

Render Creating a “photographic”

lighting studio in NX render How to approximate

exterior lighting in NXRender

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LighLightingting –– Light TypesLight Types

Light Types available in NX Render

Point

Ambient

Distant

Spot

Eye

View > Visualization > lights

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LightingLighting -- SpotSpot

Cone of light cast from a location in a specifieddirectionLocation specified by “to” and “from” pointsShadows can be castHighlight appearance can be controlledOften used as primary light source

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LightingLighting -- SpotSpot ParametersParameters

Cone Angle - Defines the extent of the highlightDelta Angle - bigger value/softer edgeBeam Fall off - max to min intensity across the highlight

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LightingLighting -- Spot ParametersSpot Parameters

Use Delta Angle to soften highlight edgesRapid Beam Fall-off can be too soft

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LightingLighting -- AmbientAmbient

Used to approximate reflected diffuse light in asceneColour and intensity parametersIndependent of visibility, therefore no shadowsAdds colour value to each pixelEffect can be controlled from material reflectanceToo high a value washes out images

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LightingLighting -- DistantDistant

Parallel rays of light as if from a distant sourceLocation independentDirection vector specified using to and from pointsShadows can be castUsed to simulate sunlight or as a secondary light

sourceDifficult to use with Showroom Environments and

scenery when shadows are enabled

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LightingLighting -- PointPoint

Finite source emits light in all directionsLocation specifiedCan be localised using fall-off

Shadows can be castGenerated in six directions – can be visually confusing

Good for representing the form of complex surfacesMainly used

Simulating lightbulbs Instead of ambient light for interiors For special effectsAs secondary light sources

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ShadowsShadows

Shadows are used toDefine spatial relationships of

objectsGive geometry a feeling of

weightAdd contrastAs a tool for composition

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ShadowsShadows –– Shadow Creation MethodsShadow Creation Methods

Shadow maps Pre processing step

Ray traced shadows Performed at render time

Two forms of shadow creation

Visualization > Advanced Lights > More Options > Detail

Shadow Map

Raytraced

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ShadowsShadows -- Shadow MapsShadow Maps

Produces soft edged shadows Softness can be controlled - Edges Accuracy is dependent on the map

resolution defined – Detail Memory overhead for storing depth

information

Pre-processing step - renders depthinformation into a buffer from thepoint of view of the light.

This information is used at rendertime to create the shadow

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ShadowsShadows -- Detail ParameterDetail Parameter

A common problemwith shadow mapsresults from theresolution being too low

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ShadowsShadows –– Detail ParameterDetail Parameter

Shadow Detail too coarse

Same Detail – smaller cone angle

Softness can make it worse

Detail increased

1. 3.

4.2.

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ShadowsShadows -- Ray traceRay tracedd

Produces hard edged shadows No memory overhead Highly accurate shadows from detailed

geometry Time overhead for tracing rays Render in Raytrace render mode to

anti-alias the shadow edges

Raytrace shadows are computed on the fly

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General principlesGeneral principles –– Modelling with LightModelling with Light

Aim of lighting is to convey 3D form in a 2D imageNeed to use a wide dynamic rangeShadows can increase contrast

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General principlesGeneral principles -- High KeyHigh KeyHigh Key lighting – Main areas of the image are light

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General principlesGeneral principles -- Low KeyLow Key

Low Key lighting – predominantly dark

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Light DirectionLight Direction –– FrontFront

Flattens out the object Flattens bump maps

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Light DirectionLight Direction -- SideSide

Shows form andtexture

Shadows prominent

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Light DirectionLight Direction -- BackBack

Produces silhouettes Can be used as rim

lights Shadows prominent

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Light DirectionLight Direction -- TopTop

Produces intenseshadow directlyunderneath the object

Good for makingobjects appear to beon the base plane

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Light DirectionLight Direction -- BelowBelow

Can be used at low levelto approximate lightbouncing off a baseplane

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User defined Light Studios in NX RenderUser defined Light Studios in NX Render

Part

LWK File

VisualisationTemplate

Part File

Part File

Creating a default light studio other than the supplied default lights willproduce better results

Provides a good basis to create a new lighting set-up

Save as a visualisation template to use with other parts

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Lighting techniquesLighting techniques -- 3 point lighting3 point lighting

Main lighting comesfrom the side light.Called the keylight.

3 point lighting is a techniqueused by photographers andfilm makers. The sameprinciples can be transferredto CG

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Lighting techniquesLighting techniques -- 3 point lighting3 point lighting

Lower intensity lightfrom opposite sidecalled the fill light

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Lighting techniquesLighting techniques -- 3 point lighting3 point lighting

Backlight to illuminatethe “rim” of theobjects

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Lighting techniquesLighting techniques –– 3 point lighting3 point lighting

Combinedtogether

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Lighting techniquesLighting techniques -- Photographic lightPhotographic light

Photographers use high intensity diffuse sources for “product”shots

Produce soft light and shadowsOften use shiny bases such as acrylic sheet underneath the subject

to produce reflections – called acrylic shadows

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Lighting techniquesLighting techniques -- photographic lightphotographic light

Flood reflectorangled

behind the subject

Reflecting cardleft and right

Camera/viewpoint

Reflecting cardfrontsubject

table

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Creating the studio in NXCreating the studio in NX -- GeometryGeometry

Reflective (raytraced) objects need objects to reflect so createscenery geometry like the real light studio

Create a base plane underneath the objectsCreate a plane for the area light above the objectsAngle the plane (about 45 degrees)Create reflector planes left and right

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Creating the studio in NXCreating the studio in NX

Apply separate visualisation materials to:The area light

Colour 1 ,1, 1 Reflectance: constant

Side reflectors colour 0,0,0 Reflectance: constant

the baseplane- Colour 1, 1, 1- Reflectance: matte

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Creating the studio in NXCreating the studio in NX -- LightsLights

Use an array of 9 spot lights parallel to each other toapproximate the large area light

Position behind the objects (relative to the view)Wide cone angle (120)Delta angle 0Beam falloff gradualShadows onDetail Extra FineEdges HardIntensity low (0.15)

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Creating the studio in NXCreating the studio in NX

Add 2 distant lights left andright pointing down at ashallow angle

Low intensity (0.2) No Shadows (scenery

geometry would castshadows)

Used to simulate reflectedlight

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Creating the studio in NXCreating the studio in NX

Add a distant light at the front Low intensity (0.2) Cast Shadows (no geometry

in the way) Used to simulate reflected

light

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Creating the studio in NXCreating the studio in NX

Render in NX

Soft, extendedshadows

to the front

Goodrenderingof form

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Creating the studio in NXCreating the studio in NX –– RaytraceRaytrace materialsmaterials

Apply a mirror reflectance to the baseA raytrace material on the objects (polished gold)

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Creating the studio in NXCreating the studio in NX

Set background to beray cube

Primary shader isplain white (thebackground in view)

Secondary is white(the background inreflection)

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Creating the studio in NXCreating the studio in NX

Effect of the Raycube secondarysetting

Clouds Plain - purpleGraduatedwhite to red

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Creating the studio in NXCreating the studio in NX

Effect of the side reflectorsSet to blackReflectance - constant

Graduatedwhite to red

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Creating a hemispherical lightCreating a hemispherical light

Distant lights are defined as a vector so this light studio willwork independently of model size

Illumination is constant from all directions around the model soit works well for animation and QTVR

Save in a Visualisation Template for use on different models

Approximation of a skylightusing an array of distant lights

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Creating a hemispherical lightCreating a hemispherical light

Position distant lights evenly across the surface of a virtualhemisphere (radius 1) pointing to the origin

Check shadows on for each lightSet the shadow softness to ultra softSet the shadow detail to StandardIntensity required depends on number of lights

– I used 17 lights with an intensity of 0.2

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Creating a hemispherical lightCreating a hemispherical light

The result is evenillumination withvery soft shadowsas if from anextended lightsource such as thesky

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Setting Light ColourSetting Light Colour

There are colour temp values for real light sourceswidely available

These can be converted to RGBBUT This does not take into account adaption and

will result in over-saturated colours

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Light ColourLight Colour

64, 156, 25520000Clear BlueSky

201, 226, 2557000Overcast Sky

255, 255, 2556000DirectSunlight

255, 255, 2515400High NoonSun

255, 250, 2445200Carbon Arc

255, 241, 2243200Halogen

255, 214, 1702850100WTungsten

255, 197, 143260040WTungsten

255, 147, 411900Candle

ColourRGB ValuesKelvin tempLight SourceThese RGBvalues willproduce amore realisticresult

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Setting Light ColourSetting Light Colour

212, 235, 255Cool White Fluorescent

244, 255, 250Standard Fluorescent

255, 244, 229Warm Fluorescent

ColourRGB ValuesLight Source

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Guidelines for LightingGuidelines for Lighting

Think of UG Render as a virtualphotographic studio

If in doubt start with 3 point lightingCreate re-usable photographic

studios in NX for specific effectsSoft lighting from extended sources

can be approximated by usingmultiple standard lights

You will need to consider creatinggeometry around reflective objects

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LightingLighting -- SummarySummary

Lots of lights soon becomeunmanageable so workwith one light at a timeduring set-up

Get as much contrast aspossible in your images

Take ideas from realphotographic lighting andphotographs

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Further information on lightingFurther information on lighting

http://members.shaw.ca/jimht03/light.htmlhttp://www.itchy-animation.co.uk/light.htm