Maya about 3D Cloth Light

Source: Internet
Author: User
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No lights the world will be a dark, in the 3D scene is the same, exquisite model, real material, perfect animation, if there is no light to illuminate everything is useless, so that the application of lighting in the scene replay is the most important step is not excessive. In addition, lighting is not only a place to add lighting in the scene, if so 3DS Max provided the default lighting is enough. In fact, the role of lighting is far more than this, the appropriate lighting not only to make the scene full of vitality, but also to increase the atmosphere in the scene, affect the mood of the viewer, change the effect of the material, and even make the model in the scene to produce emotional color.

0 scene of the cloth light

In order to better use the light, need to understand the importance of light. We will explore the distribution of light from two aspects: the area where the light is required in the scene and some basic light sources and their locations.

In some smaller scenes and single frame screen often use the traditional lighting method-three lighting, that is, three light source lighting, that is, the main light source, complementary light source or auxiliary light source, backlight, in some special cases, often also need to add background light. The main light source provides the main illumination and the shadow effect of the scene, has the obvious light source direction, generally is located in the apparent plane 30~45度, with the camera angle is 30~45度, throws the main object, the general illumination intensity is big, can fully the main object from the background protruding.

The complementary light source is used to balance the excessive contrast of light and shade caused by the main source, and is also used to sketch the contour of the object in the scene, generally relative to the main light source located on the other side of the camera, the height and the main light source are similar. The general illumination intensity is smaller than the main light source, but the illumination range is big, should be able to cover the area which the main light source cannot illuminate.

The main function of backlight is to separate the objects from the background, its position with the camera is nearly 180 degrees, the height should be adjusted according to the actual situation, the intensity is generally very small. Use a large attenuation.

In animation or larger scene lighting methods are different, is the scene of the light source into different areas-the main activity area, secondary activity area, background area, ambient light, visible light source area and moving light region

The area of the area in the camera window in the scene in the main active area, where most activities occur. In a computer-generated scene, a pair of spotlights is sufficient for a simple static scene, but it may take a few lights and spotlights to depict the odd character's movement in the scene. A specific light in the main activity area may require frequent changes in order to place the camera in different positions to emphasize the different sides of the object, photographing scenes from different viewpoints. In many cases, the light in the main activity area defines the overall tone of the scene. For this reason, the light source that illuminates the main activity area is the main light source that we call, and is often used in conjunction with the complementary light described below.

The secondary activity area is the place in the scene, some activities may enter these places. As in a room scene a person sits on a couch (the main activity area), but at some point a person walks in from the doorway (the secondary activity area) and sits on the couch. The light that shines through the doorway is always open throughout the scene. The number of lights required to illuminate the secondary activity area (especially in a small environment) is usually less than the number of lights required to illuminate the primary activity area.

The background in a computer-generated environment is called an environment in computer simulations. The environment is usually made up of props around the active area, which may consist of a vertical or horizontal plane with a texture entity (such as a brick texture) or a texture with an animated cloud, or a photo background. When the camera is near, the scene (especially the color screen with the texture) is sensitive to the color of the shade, and the light of the scene is very small, which will have a noticeable effect on the colour of the scene.

The fill light, also known as ambient light, has two purposes, defines the total hue of the entire scene, and causes some other lights in the scene to diverge. The fill light in 3DS Max can be produced by an infinite distance light, and the fill light does not cast shadows.

0 Types of light sources

Depending on how the light source glows, there are several basic types of light sources. The light sources that are simulated in 3DS Max include: Point Light, spotlight Source, Infinity light source and ambient light source. All of these types of light can be born and modified by the user. Automatically generates three default lights in three-dimensional scenes of 3DS max. But as long as we have any light in the middle of the scene, the default light is automatically closed. 3DS Max of various light source types of icons and with 50% grayscale irradiation effect.

The point light source emits light evenly in all directions, because for this reason, the point light source is also called the omni-directional light source. Point lights are the simplest type of light that can be placed anywhere in the scene. For example, a point light can be placed outside the camera's visual range and can be placed behind an object in a scene, or even inside an object. The effect of a point light placed inside an object varies between software programs, but in many cases the light shines through a transparent object, like a light bulb. Incandescent lamp is a simple example of point light source, stars, candles, fireflies are also point light.

A simulated spotlight is like adding a point light source to the commonly used type of "baffle plate" in the performing Arts. The spotlight emits light in the specified direction by a conical shape or pyramid. The spotlight has some unique characteristics that will be explained later, which are not available from other types of light sources: variable angular cone light and light attenuation factor. Flash, shaded lights and light reflectors for stage and movie products are examples of spotlights.

The Infinity light source is far away from the objects in the scene, so that the light reaches the scene in parallel to each other. In 3DS Max, a parallel light is used to simulate an infinitely far light source. The Infinity Light Source is also known as a directional light, acting like a star in the sky. But unlike the stars, computer-simulated infinity lights can be placed anywhere in the scene, are not of mass, and can adjust their strength. The Sun 3DS Max provides an example of a special infinity light source, which, by inputting the latitude and longitude of the sun's position, plus the date of the simulated scene and the exact time of the day, can be accurately placed on the scene.

Ambient light is distributed throughout the scene by light emitted from ambient light sources. Ambient light often determines the general lighting level or dark level of a scene, and each scene almost always has only one ambient light source.

The basic components of a light source

The main parts of all analog light sources include: position, color and intensity, attenuation, shading. In addition, the spotlights are defined by their orientation and cone angle. All lighting software can independently edit each parameter of a light source.

Position and direction

The position and direction of a light source can be controlled by the standard navigation or geometric transformation tool provided by the 3DS Max program. Generally speaking, the tool that puts the light into the analog three-dimensional space is the same as the tool where the camera is placed: simple and combined translation and rotation. In the wireframe display mode, the light source is usually represented by various graphical symbols, for example, a light bulb represents a point light, a cone represents a spotlight, a cylinder with an arrowhead represents a parallel light source, and so on. But when a scene is replayed, it is not always possible to see the real light source itself (but from their light) unless they have a visible model object as a prototype.

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