Lighting
and Shadow Basics - Part 3
by Montree T. (easyyong@hotmail.com) - Smoke3dStudio
Step by Step
Let's start with a question: How many kinds of
light affect the scene that we are going to create and which
one is
the affecting scene the most? In the last teo parts we leanred
there are skylight from openings, Sunlight
and indirect light.
The
skylight may
have the most effect on the entire atmosphere color if the openings
are big or it may be the color of the objects in the room.
1. Creating ambient
Once
I know the color of atmosphere, I create an omni light
as
the main ambient light in the scene and enable "ambient
only".
Place the omni in the middle of the room then adjust the attenuation
range. The "start" of the far attenuation should
be fit to the room and the "end" of the attenuation
is out of the room as shown in picture. I use uniform scale
to scale down the Omni to fit to the height of the room so
that the ratio between start and end should be around 1:2 or
3:5.

2. Creating soft shadows from area lights and indirect
light
I
usually make 2 layers of shadow for my interior scenes. The
first layer is for the shape of the shadow from light
source
and the second
layer
is for soft
shadows from indirect light and area light. The different look
between soft and sharp shadows makes the scene look
more fuzzy and realistic.
Basically,
I always have one free direct under the ceiling and make
the multiplier as small as possible. A typical value might
be 0.1-0.2 and the color as dark as possible. What I want
is
only the
soft
shadow of every object in the room on the floor. Make the shadow
color light grey and change the shadow density to a negative
number like -1, -2 or -3 with a sample range as large as
possible ie. 28-50.
The negative shadow seems to be the easiet way for me to fake
the area shadow. The advantage of the negative shadow is that
it saves time during rendering. The negative shadow will
appear darker or brighter
depending on the color of the ambient light, so if the shadow
appears very dark, you can reduce either the color or shadow
parameters.
Casting
these types of shadows is not limited to the floor.
Sometimes I also place this kind of direct light
to cast
the
shadow onto the ceiling or even on the wall.
3. Add specular and diffuse pass from direct light
3.1. Creating skylight
When
the skylight come into the room from opening ie. windows
or doors, I consider those openings that the sky light came
through as area light sources. Put new omnis as blue skylight
outside every opening and adjust the far attenuation ranges
to fit in the opening area. You may use cast shadow from
these lights and the shadow should be soft as well.

3.2. Sunlight
The
sunlight itseft is not an arealight as the sun is only a
small light spot in the sky, compared with the sky. (The
sky is considered as a big dome of an area light) The
sunlight shadow
has a sharp edge. Sunlight is also considered as a directional
light source.
Place
a target directional light as a sun outside of the room,
and set the shadow to a shadow map or raytrace and change
the edge of the
shadow to be sharp.

3.3 In case of we have any interior lights sources
ie. Downlight or any diffuser, we also add them in at this stage.
Don't
forget that
the bigger the light source, the softer the shadow will be.
Note:
Sometimes, I finish the rendering without the sunlight and
this may make the atmosphere look cooler. With the sun,
the interior might look hot and look like it was in the middle
of the afternoon.
4. Indirect light and illumination
Take
a look around the whole scene again. I notice that there
are 2-3 main indirect illuminations that we need to add.
4.1 Illumination from the big orange wall. I place an orange
omni light behind the orange wall and make the attenuation
as big as the wall size. Use ambient only. The ambient only
light will also make the orange wall illuminte but if we put
normal specular and diffuse light, it will illuminate only
the rest of the wall, floor and ceiling. The advantage of ambient
only is it will affect the opposite side of an object.
4.2 Illumination
on the floor, affected by sunlight. When
the sunlight touchs the floor, it will bounce and scatter to
its surroundings. I put a color of blue (floor's color) + a
bit of yellow tint omni (ambient only) under the floor and
set the attenuation size to fit into the sunlit area.
If you see the scene is too full of ambient only light,
it
will make the scene lack dimension. You may change the omni
to diffuse and specular instead. This method is flexible, it
depends on your sharp eyes.

In a bigger interior scene that is more complex and has more
indirect illumination, we might not put indirect light on
all the illumination. Just placing a few main indirect illumination
lights is enough as we are not the machine that can calculate
all the illumination correctly. The look of the scene is based
primarily on your sharp eyes. I also compare light to a
brush that we are
playing
with on
our
artwork.

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