Set up the scene:
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The scene shows an interior living-room space, with a fireplace and entrance alcove. The walls, floor, and ceiling of the room have been frozen to make them difficult to select accidentally.Tip: If the walls are hard to see, use Customize > Customize User Interface > Colors to make the viewport background a lighter gray.If you were to render the scene now, you would see a plain, bare room. This is the default lighting from a single light source.
Add a light with a preset value to the entryway:
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Right-click the Left viewport to activate it. Turn on Move, and then move the new light up to the level of the ceiling.
Adding a light turns off the default lighting. Once you add a light, all the lighting for the scene must come from light objects that you place yourself. (The rendering also shows what appears to be a bit of a light leak above the door frame. Don't worry about this: it won't be apparent once you add more lights.)
Add an overhead fixture:
For overhead lighting in the living room, you
will use a prepared light assembly from a separate MAX file.
Render the scene:
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Now the living room is illuminated, and you can see the colors on the walls. It still looks rather shadowy, but this is only because the rendering shows direct light only. In real life, objects are illuminated by both direct light and reflected (“bounced”) light. In 3ds Max, you can add reflected light by calculating the scene's radiosity.
To light a subject, such as a talking head or a still life, it
helps to think in terms of how you would light the same subject if you were
working on a stage set or in a photo studio. In other words, you can place the
lights wherever you want, adjust their intensity, tint their color, and so on.
There are some widely used guidelines to lighting this way, and this section
introduces them briefly.
Note: As with architectural lighting, you can use photometric
lights, but they do the job only if the scene has been modeled to a real-world
scale. In this exercise, you will use Standard lights to simulate a 3-point
lighting scenario like they do in photo studios and television sets.
Add a light:
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In the Top viewport, drag from the bottom left corner of the viewport to create a light that is aimed at Pito's head.
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In the Front viewport, use the Move tool to move the spotlight so that it is slightly higher than Pito’s head.
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In the Intensity/Color/Attenuation rollout, set the Multiplier value to 1.5 to increase the light’s intensity.
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We can see that Pito is illuminated on one side, but the shadow areas are too dark. In general, faces look better and more interesting if they are lit at an angle, but one has to compensate with a fill light to get rid of the dark areas. This is why flash photos usually don't look as good as studio portraits.
Add a Back Light
A back light’s sole purpose is to separate
the character from the background. It is a light you place behind the character
to emphasize the silhouette against the background. This can be especially
useful when shooting a dark-haired character against a dark environment.
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In the Left viewport, drag from above and to the left of the character to create a light that is aimed at Pito's head.
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The brighter light, which you created first, is known as the key light. The dimmer light, which you added next, is known as the fill light. For most subjects, you want to have a single key light only, but you can add additional fill lights to illuminate the background or other hard-to-see places to simulate global illumination. You can also vary the position of the key light, to make the image clearer or more dramatic. Finally, you added a backlight to separate your character from the background.
Experiment:
Interior architectural models typically have a large number of
light objects. This lesson demonstrates some ways to manage lights, both when
they are instanced and when they aren't.
In architectural modeling, it's common to use instanced
lights. Instancing allows you to control the properties of all lights of a
particular type by editing the properties of just one of them. However, you
sometimes want to control lights individually. This section shows you how.
The Light Lister tool is a sort of master dialog for lights in
the scene. For individual lights, it is a shortcut to controls on the Modify
panel. (Its General settings also include settings on the Environment panel.)
Use the Light Lister to dim some lights:
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The Light Lister dialog is displayed. There is an entry for each unique light in the scene (instances don't appear on this dialog).You might have to expand the dialog vertically to see all the rows. As the dialog shows, the scene contains six free spotlight objects, one omni light, and one skylight.Note: The Light Lister cannot control more than 150 unique light objects at a time. If there are more than 150 unique lights in your scene, the Lister displays controls for the first 150 it finds, and a warning that you should select fewer lights. Select fewer lights and then use the Selected Lights configuration.
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Both photometric and standard lights use shadow-mapped shadows
by default. 3ds Max offers some alternate ways to generate shadows, as this
lesson demonstrates.
Photometric and standard lights both have the same options for
generating shadows. The main choices are shadow-mapped (the default),
ray-traced, or area. Shadow-mapped shadows can have a soft edge; ray-traced
shadows are always sharp edged; and area shadows are diffuse, simulating shadows
cast by a light-emitting area.
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