3DS MAX Lighting

Source: Internet
Author: User

1. Establish a standard light source:

1. Default Light Source: Two bulb lights are placed at diagonal nodes in the scenario. As long as there is light in the scene (whether on or off), the default light source will always be disabled. (You can use Ctrl + L to activate the default light)

2. Basic lighting types:

(1) triangular lighting (that is, three-point lighting) is provided by three light sources.

(2) Regional lighting: Sometimes a scenario cannot effectively use triangular lighting. You can divide a large area into several small areas and use regional lighting.

3. Lighting principle: the value of lighting on the surface depends entirely on the angle of the light and the surface, rather than the closeness between the light and the surface. If the surface is at a right angle to the light, the lighting effect is the best.

4. Public Lighting Control:

(1) General parameters:

On/Off: whether the light affects the scenario

Exclude/include: exclude/include list

RGB and HSV color labels: controls the color and brightness of light.

Multiplier: multiplier. A negative light fades the corner of the scene.

Contrast: Adjust the contrast between the diffuse surface light and the ambient light area.

Soft and diffuse edge: soften the transition between diffuse and ambient on the surface.

Affect diffuse: allows an object to be colored by a light source.

Affect specular: allows a light source to place highlights.

(2) attenuation Attenuation

Internal lighting usually requires a lot of lights. If there is no attenuation, the scene will quickly become too bright. For indoor lighting, all the lights except the shortest auxiliary light should use attenuation.

Use: indicates whether the selected light uses the specified range.

Show: enables you to view the ranges without being activated.

Start range: displayed by the inner ring.

End range: displayed from the outer ring.

Decay: No, inverse, and inverse square

5. Concentration Area and astigmatism area: the difference controls the definition of the final illumination area boundary.

Overshoot: The astigmatism area defines the shadow of the projection and the range of the image.

Falloff: an important parameter that controls the stretch degree of the Shadow texture of the light.

Ii. Lighting and lighting

1. Type:

(1) bulb: a light source. It will light up all faces toward it.

(2) Parallel lighting: like the sun, when the light casts a shadow, the angle of the shadow is the angle from which the light shines on the object to the ground.

(3) Target Spotlight: a parallel light that is projected to the target. It can be moved independently.

Free Spotlight: When an animated light (such as lookat, path, and expression Controller) is used, it is sometimes required to remain in the position of another object. (You can easily link to an object)

2. Environment light: in fact, many artists prefer dim ambient light or do not use ambient light at all.

In the environment dialog box, under global light: the tint and level settings can be animated and affect all the light except the ambient light in the scene.

3. Change lighting: similar to other objects in the scenario, the light object uses the moving and rotating transformations for positioning. Unlike other objects, the scaling transformation only scales the range and does not affect other attributes.

3. Use shadow:

1. Use the light tracing shadow, Which is accurate and has obvious boundaries. Ray Trace bias setting. When the value is greater than 1, the shadow is far away from the objects projected by the shadow. If the value is smaller than 1, the shadow is close to the objects.

2. Use a shadow texture: since a shadow texture is essentially a bitmap, if it is not greater than the rendering area, the shadow will be pixel-based and the border will be serted.

(1) overshoot is very useful when shadow is used because it can make effect localization without generating an obvious light pool.

(2) map Bias: its value is often used to determine the accuracy between the shadow texture and the projected shadow object.

Iv. projected image:

1. projection light: When the spotlight is activated with the projector option with the direction of light, they can project an image or project an animated material by projection of a movie.

2. Adjust the Light Projection:

(1) Asp command is used to control the aspect ratio when the cone is set to a rectangle.

(2) The bitmap Fit option can change the height and width of the spotlight to match the image.

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