TUTORIALS
LIGHTING
(BASIC)
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IN
THIS SECTION WE`LL DISCUSS ALL TYPE OF LIGHTS AND STRATEGIES TO HANDLE
THEM PROPERLY. THIS TUTORIALS IS BASED ON MY EXPERIENCE WITH MENTAL
RAY AND PRMAN, BUT COULD ALSO BE USED FOR OTHER PACKAGES WITH SIMILAR
FEATURES. WAY
OF LIGHT DESCRIPTION: LIGHT XY SENDS A RAY WITH 100% INTENSITY. THIS RAY LOOSES INTENSITY BASED ON THE FALLOFF. WHEN IT HITS A OBSTACLE IT GETS REFLECTED/TRANSMITTED. THE INTENSITY OF THIS BOUNCE DEPENDS ON THE TYPE OF MATERIAL IT HITS. POLISHED METAL FOR EXAMPLE REFLECTS 50%-70% INTENSITY. A DARK FABRIC WON`T REFLECT THAT MUCH, JUST ABOUT 10%-30%. NEVER FORGET TO THINK ABOUT THE LIGHT ANGLE (ORANGE ARROW) )WHICH DEPENDS ON THE MATERIAL ROUGHNESS. HIGH ROUGHNESS MEANS THE LIGHT WILL BE STRONGLY SCATTERED ON THE SURFACE THEREFORE THE LIGHT WON`T FALL IN A SINGLE DIRECTION.
NOW WHATS ABOUT MATERIALS WHICH ARE TRANSPARENT?. THE LIGHT WILL BE SCATTERED THROUGH THE VOLUME. OF COURSE THE INTENSITY AND SPREAD OF THE LIGHT DEPENDS ON THE MATERIAL.
THE
BIGGEST PROBLEM BY LIGHTING SCENE ARE AREAS LIKE CORNERS. CORNERS BLOCK
LIGHTRAYS WHICH MEANS: SMALLER ANGLES/DISTANCES BETWEEN OBJECTS RESULTS
IN DARKER AREAS.
THERE ARE THREE COMMONLY USED
LIGHT TYPES IN EVERY PACKAGE:
INFINITE
LIGHTS
MOST
PEOPLE FORGET THAT AN INFINITE HAS NO POSITION JUST AN ANGLE.
YOU HAVE TO EXCLUDE ALL SURROUNDING OBJECTS LIKE A SPHERE REPRESENTING
THE SKY (WHICH WOULD BLOCK THE LIGHT(WITH ACTIVATED SHADOW ).
ANOTHER SOLUTION WOULD BE TO SPLIT THE LIGHT AND SHADOW CREATION
<TUTORIAL>.
A
POINT LIGHT IS VERY INEFFICIENT WHEN IT COMES TO SHADOWS. THE
ONLY EFFICIENT POSSIBILITY TO USE SHADOWS ARE TO RAYTRACE THEM.
IF YOU CHOOSE SHADOWMAPS THE RENDERER HAS TO RENDER 6 DEPTHMAPS,
AND IF YOU USE SHADOW SOFTNESS YOU`LL NOTICE SOME BAD ARTIFACTS
AT THE STICHES OF THE DEPTHMAPS.
I
USE THEM AS SHADOW AND BOUNCE LIGHTS. BIG PLUS IS THAT YOU CAN
LIMIT THE AREA IN WHICH THE SHADOW FALLS (SPECIALLY FOR SHADOWMAPS).
HOW TO USE THEM AS BOUNCE LIGHTS:
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