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    ast issue, in part one of this series, we looked at

    the five light types available in LightWave 3D

    and explained how to set up a simple four-point

    lighting rig. If you missed that part, dont worry:this instalment will continue our introduction to CG lighting

    using techniques that can be applied in many programs.

    Use this tutorial to discover the advanced lighting tools in

    LightWaves Global Illumination panel, including Backdrop Only

    radiosity, then set up a simple but effective lighting rig using image-

    based lighting and a single, small Area light. In parts three and four,

    oull make CG lights behave like real lights, and set up an indoor and

    outdoor lighting environment.

    First, an explanation of a key lighting term: radiosity. In the real

    orld, all light bounces and reflects around the environment until its

    absorbed. These reflections can occur hundreds, thousands or even

    millions of times depending on the surface properties of the

    environment. CG lights, on the other hand, do not reflect by default;

    all of the light from CG sources is absorbed. This means that 3D

    renderers need to deliberately calculate light-ray reflections.

    In the old days, before radiosity was available as a rendering feature,

    3D artists used to fake it, cleverly placing lighting instruments to

    mimic the way light bounces. This trick is still used but is fast

    becoming a lost art; as renderers and hardware become quickerand smarter, the need for fakes, tricks and hacks is diminishing.

    Beautiful, more physically accurate lighting can now be produced

    ith much less effort.

    Be aware, though, that advanced lighting requires longer render

    times. If your goal is photoreal effects or truly stunning renders, you

    should accept this as a fact of successful CG lighting.

    Start by opening LightWaveand loading up the scene named

    3dw_LWLighting_part2.lws from the cover CD. Click on the Lights

    mode button at the bottom of the interface, then hit the [P] key to

    open the Light Properties panel. Youre now ready to begin.

    Nicholas Boughen is CG Supervisor at Rainmaker in Vancouver.

    His work includes Dead Like Meand I, Robot. He is the author

    of LightWave 3D 8 Lighting, and training videos for KURV studios.

    www.rainmaker.com

    L

    054 | D WORLD

    3D ORLD December 2005

    ACTFILE

    In the second part of our guide to CG lighting, we take a look at the advanced lighting tools in LightWave 3D.Follow the walkthrough and create the dazzling set-up shown above BY NICHOLAS BOUGHENGet started in CG lightingPart 2LIGHTWAVE 3D

    FOR

    LightWave

    DIFFICULTY

    lementary

    TIME TAKEN

    30 minutes

    Full-sized screenshots

    ase model

    (L ormat)

    Start and finish

    scene lesJ s used in the

    scene files

    ALSO REQUIRED

    TUTORIALS |

    OTHER ISSUES

    Issue 70: Part 1Understanding real-world

    lighting; basic CG light types

    Issue 72: Part 3

    Force CG lights to behave

    exactly like real lights

    Issue 73: Part 4

    Lighting an interior scene

    and an exterior scene

    Subscribe today: page 44

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    December 2005 WORLD

    D WORLD | 055

    t t e top o t e g t ropert e s pane , c c o a

    Illumination (GI) to open the GI panel. From here you

    an globally change Light Intensity, enable Lens

    ares, o umetrc g ts, a ow aps an m ent

    Intensity. You can manage the Ambient Colour settings and

    enable either Radiosity or Caustics. Shading Noise Reduction

    mproves g t ng qua ty or a osty an rea g ts.

    01

    n t e o a um nat on pane, set m ent

    Intensity to 0%, turn on Shading Noise Reduction

    nd enable Radiosity. Click in the drop-down box

    next to ype an se ect ac rop n y rom t e st. eave

    ll the other settings as they are.

    02

    ress tr + to open t e ac rop pt o ns. c

    on the Gradient Backdrop box to add a generic Sky/

    Ground gradient. This quick gradient is useful for

    est ren ers. et ent o our to , , an y

    Colour to 172, 225, 255. For more complex renders, click the

    dd Environment bar at the bottom and Add Textured

    nv ronment to nsert an mage or a custom gra ent.

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    STAGE ONE |Advanced lighting tools

    et the Layer Type to Image Map. Set Projection to

    y n r c a an t e exture x s to , t en c c on

    he Image drop-down menu to load the image

    background.jpg from the cover CD. You can leave all other

    settngs n t e pane as t ey are.

    06The first thing youll notice when rendering this

    mage s t at t e g t coour s extreme y var e .

    Because this light colour is taken from the image

    hich is an outdoor photograph you can see highlights in

    e ren er cause y cooure g t com ng rom many

    irections. This effect is called image-based lighting and it

    dds a brilliant level of detail.

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    Get started in CG lighting | TUTORIALS

    Open the Backdrop panel again and turn off Gradient

    Backdrop. Click on the Add Environment bar, then on

    exture nvronment. ow c c exture

    Environment, select the Y axis and click on Texture to open

    up the Texture panel.

    Click on the Lights mode button at the bottom of the

    interface and then press the [P] key to open the

    g t ropertes pane. e sure t at g t ntens ty

    is set to 0% before continuing. Render the image by clicking

    [F9]. Although the only light in the scene is turned off, the

    scene s st um nate ecause we ave nstructe

    LightWaveto emit illumination from the backdrop.

    04 05

    STAGE TWO |

    EXPERT TIP

    Types of radiosityBackdrop Only radiosity is like

    Ambient Occlusion: no radiosity

    bounces are calculated, but light is

    emitted from the entire backdrop.

    Its a great way to simulate skylight.

    The backdrop does have to have

    some colour in it, so set a colour, a

    gradient or an image into the

    backdrop. Monte Carlo radiosity willcalculate radiosity bounces, yet

    takes longer to render; the more

    bounces you add, the longer the

    frame will take. Interpolated

    radiosity enables you to shorten

    render times by letting the renderer

    guess the lighting values in a scene.

    i

    Open the Image Editor by typing [F6]. Select the

    mage ca e ac groun . p g an c c t e ep a ce

    button to replace it with white-square.jpg. As you

    may expect, this is black with a white square in it. Wherever

    t e mage s ac , no g t w e em t te rom t e a c rop;

    wherever the image is white, light will be emitted. Now

    render the frame.

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    056 | 3D WORLD

    3D WORLD December 2005

    For the final image, pictured above, weve replaced

    t e ac rop mage w t t e or g na ac groun

    photo. This produces a good Ambient and Fill light

    olution. We want the glasses to appear to be outside, so

    e ve a s o a e an rea g t w t t e r g t s ze an

    intensity to simulate sunlight. If you recall from part one of

    his series last issue, the shadows should be quite hard-

    edged with a little softness at their furthest point from the

    g asses. oa t e scene w_ g t ng_part _ n s e . ws

    to see the final set-up. You could easily switch the Backdrop

    radiosity to Monte Carlo radiosity, to try out radiosity light

    ounces. owever, w t t s o ect , muc o t e mater a s

    quite dark and most of it is semi-transparent, so its unlikely

    that youll see much difference.

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    TUTORIALS | Get started in CG lighting

    ecause were creat ng a g t ng r g v a mage-

    based lighting, we have specifically placed and

    coloured the squares so they would match

    t e pos t on an coour o g t ng nstruments. eres one

    main disadvantage to this system: since theres only one

    Radiosity Intensity value, all lights in the scene will have the

    same eve o ntens ty uness t e o our vaue s care u y

    adjusted for each square.

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    STAGE TWO (Continued) |Image-based lighting

    ress to ren er. otce t at t e t e oor seems

    uite blue. This is because it has Reflectivity turned

    on, an n a t o n to e ng um n ate y t e ue

    s e, t s s a so re ectng t at co our. ere are am er

    highlights along the tile edges, and if you look closely, youll

    see two s a ows: one occ u e rom t e ue s e an one

    from the amber side, indicating two distinct light sources.

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    EXPERT TIP

    Animating coloursThere are many different ways to

    illuminate your scene using Backdrop

    Only radiosity. In this tutorial, we

    used a simple gradient backdrop,

    but you have the option of using

    anything that can be put in a Texture

    panel, including photographs, HDRI,

    procedural textures, plain colours or

    custom gradients. You can even

    animate these over time if you wish.

    For example, you may want to

    produce a time-lapse of the sun

    rising or setting, or of a vehicle

    driving past in the night. You could

    also simulate a nuclear blast in the

    distance the options are endless.

    i

    ote ow muc t s tec n q ue m m cs t e use o a

    ingle, large Area light in the scene. You can see

    learly that the light source comes from the left of

    t e rame t s s w ere t e w te port o n o t e m age

    exists in the backdrop. Lets try adding some colour now.

    Using the Image Editor again, replace the image named

    w te-square. pg w t co oure - g t. pg.

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    EXPERT TIP

    Two techniquesThis tutorial demonstrates theversatility of image-based lighting.

    Whether you use photos in the

    backdrop or hand-drawn images, you

    have specific control over how the

    image illuminates your scene. For

    most everyday purposes, this

    technique may take too long to

    render if you dont have access to a

    render farm, so mix image-based

    lighting with instrument lighting.

    Its useful to choose an appropriate

    backdrop image for your Fill lightsource and provide a more direct

    light source through a Spot light,

    Area light or Distant light.

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