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Transcript of Tdw71 t Start2
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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
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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
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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.
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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.
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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.
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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.
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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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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.
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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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