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Overall Goal, post 4 renders to your blog:(with all the same camera and position)
- 1-Point Lighting
- 2-Point Lighting
- 3-Point Lighting
Overall Goal, post 4 renders to your blog: 1-point Lighting, 2-point Lighting, 3-point Lighting, & Final Render
General Steps for Key Light:
Overall Process
- Setup initial scene.
- Irregular sphere
- Plane
- Create and adjust Lights
- Create and adjust Key Light
- Render scene and save final image.
- Create and adjust Fill Light
- Render scene with both Key and Fill Light and save final image.
- Create and adjust Rim Light
- Render scene with both Key and Fill Light and save final image.
- Create and adjust Key Light
- Look at overall scene and adjust all lights for final render.
- Tweak the render settings to improve quality
- Shadows
- Render settings
- Tweak the render settings to improve quality
- Post final images and label them in blog.
- 1-Point Lighting
- 2-Point Lighting
- 3-Point Lighting
- Final Render
Three Point Lighting
A classical 3-point lighting scheme has three lights, a key light, fill light, and rim light.
Setup
- Create a polygon cube as the main subject. Smooth the cube 3 times. Mesh > Smooth - so that it looks roundish.
- Select your cube in vertex mode, randomly select a small percentage of vertices and scale them out using constraints. Select > Select Using Constraints . . . Under constrain section, choose Current and Next and under the Random tab check Active and assign a percentage to randomly select. 10% would be 0.100
It Should Look Something Like this:
Select your polygon shape in vertex mode, randomly select a small percentage of vertices and scale them out using constraints. First, open the Select menu and choose Select > Select Using Constraints menu. A new window will appear with its attributes. Change the for constrain option to Current and Next and then under the Random Tab, check Activate. Now you can use what ever ratio you want, I used 50% or 0.5 (10% would be 0.100) Using this tool, will randomly select vertices of a given object. Now every time you select all the vertices, you will randomly select 20% of the objects vertices.
I repeated this a few times, scaling both in and out with the smooth preview active and got something like this.
Create Key Camera: Create > Cameras > Camera then while each camera is selected in one of the perspective view choose Panel > Look through Selected. Also label the camera “Render Me” Manipulate each camera accordingly.
Now you should be looking through the camera labeled “Render ME”. We need to add one more thing, show resolution gate. There are two ways to do this. View > Camera Settings > Resolution Gate or press the resolution gate button.
ADDING LIGHTS
Spotlight
No Decay - no decay; light reaches everything
Linear - light intensity decreases directly (linearly) with distance (slower than real world light)
Quadratic - light intensity decreases proportionally with the square of distance (the same as real world light)
Cubic - light intensity decreases proportionally with the cube of distance (faster than real world light)
Changing the Dropoff
- Light Radius– This defines the area from which the light is coming. The larger the Radius, the softer our shadows will be.
1st Render – One Point Perspective: Key Light with ray traced shadows. Save render as 1-Point_Perspective and make sure you change it to a JPG format.
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KEY LIGHT with FILL LIGHT
Fill Light Shadows On your "fill" light, activate ray traced shadows, check Use Ray Traced Shadows, and change the light radius to about 10 , it can be anything, but the objective is to soften the shadows from this direction. The shadow rays adjusts the quality of the shadow. This can drastically slow down your render times. I tend to start with at least 10 and increase it to may 40 for the final render. This will remove the “grittiness” in the shadow.
2nd Render – Two Point Perspective: Key Light with ray traced shadows. Save render as 2-Point_Perspective and make sure you change it to a JPG format.
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KEY LIGHT, FILL LIGHT and RIM LIGHT
Classic three point lighting set up. | Here is a 3-Point setup with the abstract shape. |
3rd Render – Three Point Perspective: Key Light with ray traced shadows. Fill Light with Soft ray traced shadows. Rim Light with Soft ray traced shadows. Save render as 3-Point_Perspective and make sure you change it to a JPG format.
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4th Render – Three Point Perspective Final Render: Key Light with ray traced shadows. Fill Light with Soft ray traced shadows. Rim Light with Soft ray traced shadows. Save render as 3-Point_Perspective and make sure you change it to a JPG format.
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This is what it look like from the top view. The lights are not really setup the way we want them to be, we will change this in a bit. This is just the initial setup.
Label all the lights: Key Light, Fill Light, & Rim Light.
Turn off both the Fill and Rim light: Select each light and in the Attribute Editor change their Intensity to 0.
Two Point lighting: Hard “Key” light from the right side and hard “Rim” Light from the back left. Ambient light slightly revels the subject. | Two Point lighting: Hard “Key” light from the right side and soft warm “Fill" Light from the front left. | Soft cool textured light. |
- All the lights were hard sources and upstage for this shot.
- One Lupo 800 light was all I used plus a bit of magic. Continuous light is perfect for this kind of effect because what you see is what you get. White balance was 3800k.
- We then broke off from f/16 and opened up to f/2.8 for a bit of a shake up. The light here was daylight coming through my open door in the studio.
- Next it was time to shoot the same corner with continuous light. The Lupo 1200 provided the slash of light while the Lupo 800 was warming up as an area flood. The warm up period gives a green light, it soon passes to reveal pure white light.
- Pop the white balance to 2600k for a bit of blue action
- One Lupo 800 light was all I used plus a bit of magic. Continuous light is perfect for this kind of effect because what you see is what you get. White balance was 3800k.
Great Rendering Article.
http://www.fxguide.com/featured/the-art-of-rendering/
Talk about indirect lighting.
In our case, the main light source is in the ceiling. Look at the top your hand, why is the bottom of your hand not completely in the shadows?
Reflecting
Light is a transverse, electromagnetic wave that can be seen by humans.
The photon the basic "unit" of light
Any light that you see is made up of a collection of one or more photons propagating through space as electromagnetic waves. In total darkness, our eyes are actually able to sense single photons, but generally what we see in our daily lives comes to us in the form of zillions of photons produced by light sources and reflected off objects. If you look around you right now, there is probably a light source in the room producing photons, and objects in the room that reflect those photons. Your eyes absorb some of the photons flowing through the room, and that is how you see.
For instance, a photon in the visible spectrum would contain an energy of approximately 4 X (10 to the power of -19) joules Thus, a perfectly efficient 100-watt light bulb would emit approximately 2.5 X (10 to the power of 20) photons per second.
HDRI image
If I put a chrome ball in a black room, what would it look like? Reflective material is directly dependent on the environment.