Software requirementsPart 1 > Theory Chapter 2 A little light theory Real world lighting explainedThe visible spectrumColor mixingOur perception of lightColor temperatureColor balanceThe
Trang 2Essential CG Lighting Techniques with 3ds Max
Trang 3To Georgina for being my guiding light
Trang 4Essential CG Lighting Techniques with 3ds Max
Darren Brooker
AMSTERDAM • BOSTON • HEIDELBERG • LONDON • NEW YORK • OXFORD PARIS • SAN DIEGO • SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO
Trang 5Focal Press is an imprint of Elsevier
Linacre House, Jordan Hill, Oxford OX2 8DP, UK
30 Corporate Drive, Suite 400, Burlington, MA 01803, USA
First edition 2003
Second edition 2006
Third edition 2008
Copyright © 2003, 2006, 2008, Darren Brooker Published by Elsevier Ltd All rights reserved
The right of Darren Brooker to be identified as the author of this work has been asserted in accordance with theCopyright, Designs and Patents Act 1988
No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by anymeans electronic, mechanical, photocopying, recording or otherwise without the prior written permission of thepublisher
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Notice: No responsibility is assumed by the publisher for any injury and/or damage to persons or property as amatter of products liability, negligence or otherwise, or from any use or operation of any methods, products,instructions or ideas contained in the material herein
British Library Cataloguing in Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Cataloging-in-Publication Data
A catalog record for this book is availabe from the Library of Congress
ISBN: 978-0-2405-2117-6
For information on all Focal Press publications
visit our web site at ww.focalpress.com
Printed and bound in China
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Trang 6Basic lighting techniques
Further lighting techniques
Radiosity techniques
Indoor lighting techniques
Outdoor lighting techniques
Rendering with mental ray
Composition and drama
Camerawork and technicalities
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Trang 7Software requirements
Part 1 > Theory
Chapter 2 A little light theory
Real world lighting explainedThe visible spectrumColor mixingOur perception of lightColor temperatureColor balanceThe behavior of lightUnderstanding the qualities of light
Chapter 3 CG lights examined
Lights in CGStandard lightsSunlight and Daylight systemsPhotometric lights
The anatomy of a CG light
Chapter 4 Understanding shadows
The importance of shadowsThe technical side of shadowsFaking it
When to fake
To use shadows or not?
Shadow saturation
xii xiii
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9 9 10 11 12 13 14 17 20 29 29 30 38 39 41 45 45 48 54 56 57 58
CONTENTS
Trang 8Tutorial > three-point lighting
Chapter 6 Further lighting techniques
Making light work
Other light types
Tutorial > radiosity workflow
Chapter 8 Indoor lighting techniques
Indoor lighting
Outdoor light indoors
Tutorial > radiosity techniques
Tutorial > simulating global illumination
Tutorial > HDR lighting
Artificial lighting
Tutorial > three-point artificial lighting
63 63 64 65 68 69 71 73 74 79 79 80 81 82 85 87 90 91 93 99 99 100 102 103 104 109 117 117 121 125 128 134 141 142
CONTENTS
Trang 9Chapter 9 Outdoor lighting techniques
The great outdoorsSunlight
SkylightSunlight and skylight togetherTutorial > sunlight and skylight togetherNight time
MoonlightTutorial > moonlightStreet lightingTutorial > outdoor lighting fixturesTutorial > neon lighting
Chapter 10 Rendering with mental ray
Physically-based lightingTutorial > indirect illumination workflowTutorial > Global Illumination
Floating-point imagesTutorial > floating-point imagesTutorial > outdoor lightingAmbient occlusionTutorial > ambient occlusionCaustics
Tutorial > caustics with mental rayRendering options
Chapter 11 Match lighting
Background platesLighting reference dataHDR
Match lighting in practiceMatch lighting without referenceTutorial > match lightingmental ray production shadersTutorial > match lighting with mental ray
Chapter 12 Lighting Analysis
Lighting analysisThe Lighting Analysis AssistantTutorial > lighting analysis
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CONTENTS
Trang 10Taking compositing further
Part 3 > Tips & tricks
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CONTENTS
Trang 11Part 4 > Taking it further
Chapter 16 Composition and drama
Visual storytellingCompositionUnityGroupingEmphasisDepthMood and dramaPositive and negative spaceThe rule of thirds
Chapter 17 Camerawork and technicalities
The camera in 3DTechnical aspectsBroadcast standardsPAL and NTSCAspect ratiosFilm formatsReframingOverscanFields and motion blur
Chapter 18 Looking further
Looking beyond lightingBrazil
finalRenderMaxwell RenderV-Ray
MAXScriptPlug-in awayUseful websitesStudio websites
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CONTENTS
Trang 12Tutorial > texture baking
Chapter 2 Antialiasing & Supersampling
Antialiasing
Supersampling
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CONTENTS
Trang 13About the author
Darren Brooker is an award-winning CG artist, writer andillustrator with over a decade specializing in texturing, renderingand lighting in architecture and post production He works forAutodesk’s Media & Entertainment division in London, where hespecializes in 3ds Max
He has previously worked for leading UK production studios
Cosgrove Hall Digital, Pepper’s Ghost and Red Vision It was at
this company that he was part of a team that won a BAFTA forBest Visual Effects He was also runner-up in the EuropeanJunior 3D Animator’s Award and has been shortlisted for theBritish Book Design and Publishing awards
His writing credits include The Guardian, CGI, 3D World,
Computer Arts, Broadcast Engineering News and Creation.
Trang 14First of all comes the team at Focal Press who’ve made this titlepossible From Marie’s initial approach for a first edition atSIGGRAPH 2000 to the final proofreading stage of this, the thirdedition, the professional manner in which the production hasbeen overseen has been very much appreciated This appliesequally to the amount of control in terms of layout and designthat Focal were willing to give me, which has resulted in a veryclose match to my initial vision for a definitive lighting text.Particular thanks goes to the folks at Autodesk Media &
Entertainment for their continued help and support over the lastdecade The European and Canadian Application Engineer teamsdeserve a special mention for their support and guidance, not tomention the occassional shameless promotion!
The majority of renderings featured in this book were carried out
at my home, but a lot of this work builds on previous
collaboration with London Guildhall University, where theguidance of Mike King and Nigel Maudsley was an enormousamount of help The design and layout of this book also tookplace between London and Montreal, with occasional work atthe homes of various friends, who deserve thanks for theirpatience, not to mention their food and accommodation
Thanks go to all the studios and individuals that kindly gave mepermission to talk to them about their projects and use theirimages for print, and also to the individual artists who have beenvery supportive in this project You know who you are
Trang 16CHAPTER 1 > INTRODUCTION 1
‘Light and illumination are inseparable components of form, space and light These
are the things that create ambience and feel of a place, as well as the expression of a
structure that houses the functions within it and around it Light renders texture,
illuminates surface, and provides sparkle and life.’
Le Corbusier
From architecture to animation, film to photography, the vital
role of lighting is understood across a whole spectrum of
creative disciplines The modernist architect Le Corbusier
poetically summed up the considerable role it plays in his quote,
above Though speaking specifically about architecture, his
words express succinctly just why lighting is so important in the
world of 3D Equally, he speaks for those working across the full
spectrum of visual arts
Though maturing at a rapid rate with each passing software
release, when looked at in context of its complementary
disciplines, 3D remains a comparatively young industry As such,
many of the techniques that have become established in 3D,
particularly around lighting, have grown out of the
tried-and-tested conventions from these complementary disciplines As an
industry arguably still in its late adolescence, it is still short of
the established techniques of these more mature art forms
1
Image courtesy of:
Weiye Yinhttp://franccg.51.net
Trang 17ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX
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Indeed, the conventions that exist in the world of cinema tookdecades to become established, and the pioneers working withthe new medium of film started the development of the language
of cinematography as we understand it today As the world of 3Dcontinues to mature, conventions similar to those that now exist
in cinematography are becoming established and adhered to.Any medium- to large-scale CG production is has its workflowstratified by specialism, with separate modeling, texturing,animation, lighting, rendering and compositing teams working inparallel on the same production
This mode of operation demands of 3D artists a skillset that isfocused on one specific area, yet this knowledge cannot exist inisolation An understanding of the full production pipeline – fromfirst concept to finishing – is also necessary in order to
understand the needs of fellow workers in other teams
In answer to this demand for specialized skills within 3D, thisbook aims to provide a single volume that looks at both thetechnical and practical aspects of lighting in CG It aims to assistyou in becoming skilled at using the lighting tools availablewithin 3ds Max, whilst placing this in context of the world oflighting in the complementary visual arts and always looking atthis in context of the real world of professional computer graphicsproduction This book does not only aim to teach the reader theskills demanded of a 3D lighting specialist, it considers thefundamentals, both aesthetic and theoretical, of the real world oflighting, placing this technical knowledge in a wider context
To become skilled at 3D lighting, one must first have a basicunderstanding of how light works The emotive power ofdifferent hues and color schemes must be comprehended, asmust the manner in which the construction of a system of lightsunifies a scene, bringing everything together as a cohesive wholethat reinforces the atmosphere of the script Composition andstaging need to be appreciated, as well as the psychologicaleffect that these considerations will convey to your audience.Only once a thorough understanding of all of these factors hasbeen gained can anyone really call themselves a lighting artist.Fortunately, the established rules of cinematography, painting,photography, stage design and architecture can provide manyvaluable lessons in helping us to understand the wider context inwhich 3D lighting exists
With a firm grasp of the principles of lighting, you willunderstand how to set off the hard work of the other teams inyour studio (or occasionally even to hide the bad work), bringingabout a cohesive image that reinforces the emotions of thestoryline Until a 3D scene has been lit, it remains nothing morethan a bunch of polygons, and with the lighting carried outprofessionally, the work of every team involved shines
Trang 18CHAPTER 1 > INTRODUCTION 3
This book will use as a cornerstone the lighting conventions that
have already become established within CG, and it will examine
those just emerging within professional production environments
It will do this whilst drawing on the complementary arts to look
at the lessons to be learned from these time-honored disciplines
Of its four main sections, the first will examine theories to give
you a firm foundation on which to build before moving on to
sections covering techniques, then tips and tricks – from
painting, photography, film and television, stage design and
architecture The final section will reinforce this content with
practical knowledge and advice from the real world of 3D
production to enable you to take this knowledge further
Whilst all the science will be explained in plain English along the
way, this book’s main concern is not with the theory of lighting;
its aim is to teach the reader how to apply these lessons in CG,
with every ounce of theory backed up by tutorials, and every
tutorial placed in context of the holistic world of the visual arts
Who this book is for
Though the level of content of this book is of a high enough level
to appeal to existing 3D professionals, the modular nature of the
contents makes it perfect for those relatively new to the subject
who wish to gain a particular knowledge of the skills and
techniques of lighting
The tone of the book is intended to be clear and concise without
being packed full of jargon However, rather than avoid
important industry terms, these will be clearly explained, and
Professional users:
This book is designed to help the experienced 3ds Max user
supplement their existing knowledge with new techniques that
will provide further creative possibilities and help negotiate the
continuing trials and tribulations of the production world
Intermediate users:
This book is perfect for the user who already has some working
knowledge of 3ds Max and wants to produce more professional
results by learning about the techniques of lighting
Beginners:
This book aims to cover extensively the skills of 3D lighting in a
modular approach that guides the reader step-by-step, using
tutorials aimed at teaching the general processes involved rather
than the technicalities of dealing with complex 3D scenes
Trang 19ESSENTIAL CG LIGHTING TECHNIQUES WITH 3DS MAX
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backed up with clear and colorful images Tutorials are provided,using both 3ds Max and Combustion, and demo versions of theseAutodesk applications are included on the book’s DVD Thetutorials are written in such a way that their content istransferable to other 3D solutions
How to use this bookThis book is written in a modular fashion, with the informationorganized into relevant sections to provide a more effectiveteaching aid The first section deals with the importanttheoretical aspects of lighting in a clear and informative manner.Whilst not going into the theory to an unnecessarily deep level, itdoes attempt to outline the basic principles of light that willserve as a guide to the lighting tasks that lie ahead, beforemoving onto the theory of lighting in 3D
The newcomer in particular will find that the two theorecitcalcomponents of this section will combine to provide an invaluablereference to appreciating the physical properties and nature oflight and how this relates to computer graphics
The second section deals with the specific techniques applicable
to 3D lighting and forms well over half of the book’s content.Armed with an understanding from the last section of howlighting operates, both within the real world and the 3Denvironment, the reader will move on to examine differentaspects of 3D lighting, where every ounce of theory is backed up
by clear hands-on tutorials This takes both the aesthetic andtheoretical fundamentals of different lighting tasks and breakseach down into a method that fits in with professional 3Dpipelines in terms of efficiency and output
After absorbing these technicques, the third section will provideguidelines for using the methods introduced so far in an efficientfashion, as well as tips and tricks for breaking all the rules thathave been introduced through faking and cheating, which areboth very valuable skills in the world of CG! Knowing whichtricks save rendering time and which give the most controllableresults allows you, the lighting artist, to work in the mostappropriate and flexible way possible
The fourth section looks at wider aesthetic considerations, andhow, as a lighting artist you should be concerned with more thanjust the illumination of your scenes This final section will showthat an appreciation of composition, drama and staging is also afundamental skill, as is a grasp of the more technical aspects ofthe job This section reinforces the concepts introduced thus farand provides several junctions to explore from From here youshould be ready to explore and create all on your own!