Basic Lighting and Rendering:
To select: Create ——> Lights ——> (type of light)
Types of Lights:
- Directional Light: Works like the sun. Light entire scene in one direction
- Intensity: On all lights: Will change the intensity of the light itself and the brightness of that intensity.
- Spotlight: Works from a single infinite point. Lights in a cone shape, outward towards an object.
- Drop-off will change the softness of the light itself.
- Ambient lights: Creates a soft light that paints the entire scene in a specific blend of light and light color.
- Point Lights: Operates like a candle. A miniature star that emanates from a single, solitary point in space. The light gets softer as it moves through the air.
- Area light: A light that emits in a specific direction, marked by a box and an indicator.
- Volume Light: A light that emits all objects inside a cage. Light will not escape outside that wire cage.
THESE LIGHTS OPERATE AND CONTROL THE WAY LIGHTS AND SHADOWS EMIT.
NEXT, WE CONTROL THE WAY LIGHT BOUNCES OFF THE OBJECTS USING….
- Material Choice
- Renderer Choice
Materials:
- Blinn: Used to generate basic highlights and reflections
- Lambert: Used for a matted look.
- mia_material: The most commonly used shader for Mental Ray Rendering. Used to achieve a variety of effects — like glossiness, reflections, specularity — as well as textures (rubber, concrete, gold, metal, etc.)
Renders:
- Maya Software: Basic render that calculates lighting based on the software controls in Maya.
- Maya Hardware: Basic render that calculates lighting based on the hardware of the computer.
- Maya Hardware 2.0: New(ish) renderer that produces a much more realistic image much faster.
- Mental Ray: Lighting engine commonly used to achieve realistic lighting settings by taking advantage of a number of controls that effect the way light interacts with objects and cameras.
- Arnold: New render to maya that is also used for advanced lighting; used in other applications, comes as part of Maya as of this year.
RAYTRACING SHADOW ATTRIBUTES:
- Light angle: Adjusts the softness of the light.
- Shadow rays: Adjusts quality of the light.
- Ray Depth Limit: The number of times light bounces off of objects before is dissipates into shadow.
Homework for Monday:
#1 Get reference of an interior scene.
*photograph it from different angles*
#2 Build that scene using basic models.
#3 Light that scene as close to your reference as possible.
#4 Pick 2 objects in that scene. Model them with more detail.
One of the greatest, if not greatest factors that determine accurate lighting is TIME OF DAY.
Other factors include the following:
- Weather
- Atmosphere
- Object materials (what the light bounces off of)
- Specularity, Reflections, and Refractions: How materials affect the way light bounces off of them.
Time of day:
- Twilight
- Morning
- Noon (Sharpest Shadows)
- Afternoon
- Sunset (Dusk)
- Night
GRABBING TEXTURES:
- Make sure texture size is a multiple of 4. (There are exceptions to this rule) Often: creating your own textures involve producing images at these pixel resolutions:
- 512
- 1024
- 2048
- 4096 (4K)
- YOU MUST CREATE A SEPARATE TEXTURE FOR EVERY OBJECT!
- exceptions: Objects that are exactly alike and made from the same material.
- Place your Texture in the (source images) folder.
- Right Click the object or surface you’re adding a texture to.
- Right Click ——> Assign material to selection.
- Click the checkered box next to "Color", and select "FILE."
- Click the yellow folder that appears in your attribute editor. Locate your texture there!
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