Lighting
and Shadow Basics - Part 1
by Montree T. (easyyong@hotmail.com) - Smoke3dStudio
Ambient Light
Ambient light is one of the most important parts
of creating a realistic rendering becuase it sets the time
and mood of picture
that you are trying to create.
The complete scene should be composed of a specular
pass, a diffuse pass and an ambient pass. Some artists use only
the default specular and diffuse settings, but I always
like to use ambient light only as a main ambient light.

The examples, below are done without the ambient only light seeting
checked.
Compare with the scene, done with ambient only lights (below)

3D images by Narin Assawapornchai, gio_rin@hotmail.com(top)
and Peangporn Boonmema, peangporn@yahoo.com (bottom)
So what color should we use for the ambient light
in the scene?
The
color
of the ambient
light should
be the
average color of
light affecting the scene + the average color of the
entire room.
For example, skylight will influence a room
with a large window or opening the most as the skylight
(a kind of area light) will scatter around
a large portion of the room or even throughout the entire
room. So if the wall is a white or cream color, the ambient
color
should
be blue(skylight) + white or cream which results in a yellow-green
color. Also, don't forget to dim down the intensity of the color.
The sunlight itself will only affect the room in some parts,
that
is only
the floor and walls as the sun is a directional light and it will
not scatter around like the skylight, with exception to its
indirect illumination from floor or wall. However, this indirect
illumination will not have as much of an effect as the skylight.
If you still don't know what color you should use.
I suggest that you go with a brown-grey first. I don't use pure
grey as its lack of color will make the image look dead.
I have some suggestions about color below, but
keep in mind these colors are not set in stone. You may use this
as a guideline.
Example
1: The color of a room with a small opening

Ambient only R= 142 G=139 B=116
Example 2: The color of a room with a bigger openning

Ambient
only R= 168 G=175 B=159
If
we have any downlights or diffusers in the room, the skylight and
sunlight are still considered
stronger. If I give skylight multiplier = 1, the multipier of downlighs
or any diffusers should be less. I always start creating
lights whose multiplier is the strongest first.

The 2nd picture shows that the multiplier of skylight is equal
or lesser than downlights.
Example
3: The color of atmosphere of a room without natural light. Suppose
the color or these down light is yellow.

Ambient
only R = 163 G =128 B = 23
Example 4: The color of atmosphere of a room without
natural light as well, but the light sources are more diffuse.

Ambient
only R = 138 G =143 B = 117
Another interesting way to understand how to use color to make
our renderings look better and more colorful is to understand
color theory.
I have read a number of books about painting written by artists.
They always try to avoid black and grey becuase this causes images
to look dead and colorless. Complimentary color is also interesting.
An artist
(I
am sorry that I don't remember his name) says "Cool light(color)
warm shadow(color) and warm light cool shadow." I am not too sure
if this conflicts with our present science theory but as long as
your work turns out very well and you call it "Art" ,
nothing is right or wrong. For example, if we see orange
and blue (complemantary colors), you may think
about evening time, as the color of sunlight appear orange
in the evening and the ambient light is blue. Another example that
is yellow
and purple, yellow light goes well with purple ambient light.

Example
5: The scene is filled with blue and orange light
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