Wednesday, September 9, 2009

Session 3: Shaders and Lighting Setups Revisited

 

This session is a recap of our first two sessions, filling in the blanks to provide a complete lighting workflow. To do this we will revisit our still life and focus on the example of the orange.
  • Homework review
  • Recap on Materials, Textures
  • Hypershade and methods of assigning materials

Step-by-step lighting discussion: Orange-HiddenLights.ma

  • Key light: specular turned off
  • Spec light: emits only spec (more control for brighter highlight; by not adjusting spec in the shader we can still have soft spec in the fill light)
  • Slash light: creates a long, narrow slash to lead the eye in the composition; uses barn doors to shape the light
  • Fill light adds blue ambience
  • Rim Light: creates a thin bright outline around the object. Should be behind the object from the camera; needs to cast shadows; light-link to the object. Easiest to set up from the camera's POV.
  • Extra Fills
  • Kicker: thicker rim lights are called kick lights. Used to bring a highlight to the shadow side.
  • Bounce light: low light, colored like the fabric below the orange, emits only diffuse.

Time permitting:
  • Render settings cont'd
  • Raytrace shadows
  • IPR
  • Camera settings


Homework: 
  • Using Orange-Start.ma, practice trying to match the MatchMe.iff image in the /images folder (optional but advised)
  • Revisit the fruit bowl with renewed vigor
Files can be downloaded here (for 90 days):
day3.zip

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