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
day3.zip
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