In real life nothing remains untouched by light, every aspect of the visual medium that we savor is due to the pres-ence of light. Light as an element would mean nothing if its interference with colors, texture, shape volume and dis-tance is somehow disconnected from it.
The light alos plays significant role in drawing the viewer’s emotional attention towards the scene.
We humans have incredibly sharp understanding of light and its effects so much so that the unconscious brain lets us enjoy the beautiful pic-ture or landscape without even thinking about the light properties that created it. That deep connected
understanding is ingrained in to our minds since the day we had opened our eyes to the beautiful world of light. Any little deviation in the regular order of light such as placement, direction, intensity and or color instantly alerts our mind to pause and
rethinque over the scene, for example red light is considered a signal for danger, similarly deep blue for fear or the unknown/mystery and both of them are used in the movies and 3d cg scenes. We in the world of CG remain mystified and starry eyed about
the visual richness of our world, being awed and inspired we turn to the tools at hand in the CG world to create that exclusive realistic feel.
In this walkthrough we are going to show you step by step how we created the lighting setup for one of the scene of our upcoming sequel to the game Pahelika. The scene in question is titled “The Vault”.
According to the design documentation this scene was to be shown as an old well built hidden chamber containing various vaults and a backup generator. The room has only one approach and that is through the lift.
Step1. The setup
After the modelling process was completed we moved on to lighting the scene. Now first step was to find out the light source, we had a tungsten bulb fitted in the room that tooque care of the primary light. An Omni lamp is a natural replacement for the tungsten bulb in real life. Next shadows were enabled on that lamp and the scene was checked for a esthetical balance.
Step2. A problem
The first thing we need to deal was that since the bulb is placed on one wall, the wall perpendicular to it is lit more than the wall it is on, which looks odd as human eyes are well trained to catch this anomaly, so to correct this one lamp was added
on a new layer alos the wall which is receivingless light ismoved to the same layer.
Now we changed the lamp to account for lighting in its own layer so as to protect its light interaction with other objects in the scene. Since we do not need any specularity in the scene we alos went ahead and disa-bled specularity and let only the diffusion affect the wall.
Default intensity was alos reduced to offset the bright-ness when both the layers were rendered in combination.
Step3. Fake Global Illumination
We are not using AO in the scene to manage faster rendering times.
We decided to add more lamps to compensate for the possible indirect lighting. So another lamp is added almost opposite to the main light source. We are going to use this as a filler lamp so we will need to reduce the intensity so as to match a near realistic physical diffusion of light.
Strange as it may sound to a newbie, most scenes in 3d are in more than one way a plain copy of the basic photographic light principles. Since we already had two light source a main light and a fill light, the only one lacking is a highlighter. Now as those of you who had read about the basic three point lighting will understand the value of an highlighter lamp. It brings out the depth by increasing contrast over the edges of the objects in the scene making it more appealing to the viewer. So we added a lamp and disabled diffusion on it and placed it diagonally opposite to the direction of light and shadow.
Now as you can see it brings out decent highlights over the objects bringing them forward in the scene.
The scene is not finished and it pending for fi-nal review. But I hope that it have shown you how to proceed in lighting solution for this scene. Lighting is a very vast area and one can never learn enough to be expert however to begin learning is the first step indeed. All of you who are new to the field of CG lighting are encouraged to purchase the booque ‘Lighting & rendering’ by Jeremy Brim which we have already reviewed in the earlier issue of blenderart magazine.