If you wish to
only use standard lights, the following method is necessary to make
the scene look
more
realistic
and detailed. In this tutorial I will show several examples to guide you though
the process of simulating advanced realistic lighting. The most important thing
however is to first make your own observations of lighting in photographs.
(Not from
any GI computer generated images.)
Using standard
lights we
have:
Omni lights with a spherical shaped beam that emits in all directions,

Spotlights with conical or pyramidal beams,

and direct light (cylinder or cube beams).
The mixture
of these kinds of lights can produce an abundance of lighting and
shadow effects.
Note: The following
techniques may produce only lighting effect, you may need to create another
group of lights to cast the shadows.
Two
spot lights combined together to create a halogen light effect. Two cone
layer effect.
A group of omnis, as shown in the picture below. Some are created to be direct
illumination from cope light and some are created for simulating indirect illumination
around
the area.
1. Tube
lights

This is
based upon my own observations on a tube lights. The beam of the light
looks like the picture below.

I place two free direct lights on the left and right of the cylinder to create
the effect on the sides and put an omni in the middle. Use uniform scale to
fit the omni's attenuation onto the cylinder. This creates the
effect of the light from the top and bottom part of the cylinder. Change the
shadow
density to be negative so that better area shadow are created by the light.
2. Ring Light
In my previous
example, I just mentioned only the far attenuation, but in this case
we need to use the near attenuation to create the ring effect.
I use and omni and turn on the near attenuation. The area in between the
near attenuation has no light so the effect looks like a ring.

The blue circle in the picture above indicates the range of near attenuation.
3. Sphere Light
The sphere light
is easy to create. We just put an omni inside a sphere object (that is
light source). The light emits from every surface on the sphere
as its attenuation form is as same as omni, but its shadow depends on how
big the light source is, so we need to adjust the shadow's softness to follow
the size of the light source.

4. Environment Light
Environment
light is light that is scattered around a scene. It's also considered as
an area light as the light will effect in every part of the object.
A good example
for this is skylight in an exterior scene:
"Skylight is the
light from atmoshere, simulated by the reflectance of sunlight over the
sky, cloud and everthing in the atmoshere. As the light
is scattered and affected in every direction in atmosphere so we also considered
it as a big dome of an area light in the scene in CG."
As mentioned
in the previous example, first we imagine the area light shape as a 3d
object (that we've assumed skylight shape is like a dome) and then
place standard lights perpendicular to every surface on the object. In
this case I choose freespots for faking the effect by placing them around
the imagined dome. The dome light also result a good soft shadow effect.
1. Create a
unit freespot light and change the color to light blue and enable overshoot.

2. Array and copy (instance) the light, following a half dome shape. In the
example I use lesser numbers of spotlight to reduce the rendering time. (The
more
lights their are, the more realistic and detailed on shadows will be.)

3. Copy and mirror the spot light (no shadow casting) below the building.
This is for green illumination from the green grass effecting on the buildings.

4. Place a sunlight to complete the scene.
An exterior scene, lit with a skydome lighting technique.
Not only is
skylight good for faking environment light, itis also suitable
for any exterior and
stand alone objects in the scene.