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of setting up different light rigs to reflect a variety of weather scenarios. Each of the chapters will use the same base scene as a starting point and show a step by step guide to finding a lighting and rendering solution to describe a set time of day under different conditions ranging from a damp foggy night to sunset / sunrise. The tutorials will explain the type of lights used and how to set up their parameters alongside the combined rendering settings in order to achieve an effective result. The manipulation of textures will also be covered in order to turn a daylight scene into night for example, as well as a look at some useful post production techniques in Photoshop in order to enhance a final still.
+ mental ray
Environment Lighting: Outdoor Scene - Chapter 1: Fog/Mist (Damp) at Night-Time Chapter 1 - Fog/Mist (Damp) at Night-Time
Software Used: 3ds Max + Mental Ray
Introduction
During this exterior lighting series I will be covering the techniques I used to create various time and weather conditions using 3DS Max and the Mental Ray renderer. I will be concentrating on describing my lighting methods rather than any modelling or texturing that may need to be done. I have created as much of the image as I can in Max; leaving Photoshop polish to a bare minimum to achieve the final result. For this first chapter, I will be covering setting up a foggy and damp night time atmosphere with the intention of making the viewer climb into the image and want to explore the environment. Whats up those stairs? Is there anyone in the houses? Whats behind that door? Whats the story here? I hope you enjoy reading my tutorial and learn something you can apply to your own work. moonlight to cascade down the stairs and spill through the archway. There are also the many windows and doors that I can use to add life to the image. The archway and stairs are central to this image; if lit correctly they can add depth and help to make the viewer want to climb into the image as I described earlier. In contrast with Ive highlighted the possible light sources that can be used. The most obvious of these is the lantern illuminating the street but I also want the a daylight scene, the shadows in this scene should be very soft so I used MR-Area Omni lights to light the entire scene. The weather conditions (a foggy evening) also generate their own light so I had to take care not to wash the image out. However I used the fog to my advantage, creating further depth; light disperses through the fog creating a glowing effect, enhancing the mysterious look I wanted to achieve. At this stage, however I needed to concentrate on simply getting the lighting right. I will return to how I created the foggy look later in the tutorial.
Base lighting
By base lighting I mean natural lighting; for this scene it is the moon and its bounce light. The moonlight in this image is very important, I used it to help focus the viewers eye into the centre of the image and help create depth. I didnt
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Environment lighting
Environment lighting was my favourite aspect of this tutorial. For this scene, the most important part of the lighting comes from the street lamp as it serves as a focal point and plays a big part in creating the illusion of a foggy night. Before
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Weather
Fog is fairly simple to create and is quite quick to render, nothing needs to be setup in the scene in order to make this work. Its as simple as enabling it in the environment window. Firstly I hit the number key 8 to bring up the Environment Settings tab. I then scrolled down to the Atmosphere settings and clicked Add. This brings up another window with multiple choices of the type of effects you want to activate so I clicked Fog and pressed OK. This enables Fog to be added to the Atmosphere section on the Environment Settings tab. From this tab, I then selected Fog to enable the options to become visible. Here are the settings I used for the Fog (Fig.20). The fog provides a layered effect and silhouettes the buildings, helping to maintain the structures even in this dull weather condition. Here is a render with the fog applied (Fig.21).
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Medium Render
I set the renderer to medium image precision and medium Final Gather settings. At this point, I still hadnt enabled bounce light as it would have dramatically increased the render times. With the new settings I was able to see any problems that may occur. Here are the settings for the render (Fig.24). I was quite happy with the medium render and I couldnt see any major issues. Some colour correction needed to be done in Photoshop but this is normal with any image; it adds that extra bit of polish to the image. I was now ready to go ahead and set up a high quality render.
Tweaking
What I felt was lacking from the image at this
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Photoshop
In Photoshop I used 3 adjustment layers to create the final image, namely Levels, Colour Balance and Photo Filter Here are the settings I used for the 3 adjustment layers (Fig.27). I also used Lens blur to provide Depth of Field. Using a Zdepth render element, I placed this image in the Alpha channel of the PSD. I then selected Lens Blur from the effects menu in Photoshop which adds a little photographic realism to your image. You will notice the highlights on the steps in the background become over exposed and really twinkle with these specular highlights adding to the Damp feel we wish to achieve. Here are the settings I used for Depth of Field (Fig.28). Here is the finished product (Fig.29). Im quite happy with the end result and I think I achieved what I set out to do. Hopefully it tells a story and makes you want to see whats behind that door or whats on the other side of the archway. Most importantly I hope you were able to follow this tutorial and learn something from it. I actually learned a lot making it and enjoyed myself too. Thanks for reading and happy lighting! Tutorial by:
Andrew Finch
For more from this artist please contact them: afinchy@googlemail.com
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This series of five tutorials will focus on the topic of outdoor lighting and more specifically the task of setting up different light rigs to reflect a variety of weather scenarios. Each of the chapters will use the same base scene as a starting point and show a step by step guide to finding a lighting and rendering solution to describe a set time of day under different conditions ranging from a damp foggy night to sunset / sunrise. The tutorials will explain the type of lights used and how to set up their parameters alongside the combined rendering settings in order to achieve an effective result. The manipulation of textures will also be covered in order to turn a daylight scene into night for example, as well as a look at some useful post production techniques in Photoshop in order to enhance a final still.
+ v-ray
Environment Lighting: Outdoor Scene - Chapter 1: Fog/Mist (Damp) at Night-Time Chapter 1 - Fog/Mist (Damp) at Night-Time
Software Used: 3ds Max + V-Ray Before placing a single light in 3d software, its good to spend a while, looking at the scene, and thinking, imagining a bit. The assignment is pretty clear fog/mist (damp), at night - thats the prime directive. But that is not all that matters. Composition of the image is important, regardless of the lighting scenario we have to achieve and that too can influence light placement, strength and color. Visual style and art direction is important also is it supposed to look real, photo real, stylized? Finding some reference can suggest a few ideas about how to achieve our task. Its also good to think about the technical aspects is it going to be a still image, or is it for animation, should it render really fast, or maybe we have some computing power at our disposal? But nowadays, when the computers are fast, its not always that important. So how does all that theory work in a real life case? Lets take a look at the viewport capture (Fig.01) of our scene. First important things I noticed, were the lamp (marked red), and cobbled street surface (marked red, as well). The street would be a great tool to suggest the dampness, while the lamp would make a nice main light source, especially if it could cast a highlight on the road surface. That lamp would not be enough, so Ive decided to suggest more lamps along the street, just behind the archway (that should give us a nice depth in the image), marked blue. Also, I decided to light up some windows. But which ones should I choose? The square one facing the camera (green), or one of the two on the right side (orange)? I dont want any lit windows on the walls facing the camera (marked violet) that would break the composition thats starting to form in my head, by leading the eye towards the edges of the image. That still does not cover all the light that should be in the scene. We need some ambient lighting, to suggest we are outdoors. I dont mean ambient settings in the 3d software, but rather the light coming from the environment: sky, moon, distant city lights, that kind of thing. In our case, it should come from above, and slightly from the front. The way I see it, artificial lights should be warm, the ambient neutral, or slightly cold/blue. The final tuning of that To render the scene, Im using 3dsmax with Vray. Recent releases of Vray contain a very nice tool VrayEnvironmentFog. Its main advantage over standard max fog is that it reacts to the light sources, just like real life fog. balance will be handled in post-production. And we need the fog this is crucial, without fog all the above would give us a clear night after the rain.
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like it as it lit the arch wall way too much. The same way I lit up the little square window above the arch (Fig.07). A little trick here. As you may have noticed, I use double-sided lights. Its just for preview purposes, as it illuminates the window behind it, giving me a clue that the window is bright without me having to do it the proper way. It looks wrong, but good enough to experiment with placing window lights, and will be fixed shortly. Somewhere at this stage, Ive turned the fog on. It took me a while to find the right settings its good to know general scene dimensions, but its a case of trial and error (Fig.08). Its worth noticing, that the fog absorbs quite a lot of light, making the image darker than before and requiring some adjustment to the lights main light intensity was bumped up to 700. Another solution is to adjust the exposure. To do that in Vray, we need to use VRayPhysicalCamera, which allows us to work in a photographic manner setting f-number, ISO, and shutter speed, among others. I aligned it to the original camera using the Align tool - but it still needed some offset to match. After some attempts, I settled on the settings pictured in (Fig.09). VRayPhysicalCamera also provides the settings for vignetting, very handy even if it will be finely tuned during post production. While playing with exposure, we may continue with a more photographic approach, and change the white balance. When doing night photography, playing with WB can give nice, rich colors in seemingly plain light (Fig.10). I took these photos using Shaded / Cloudy settings, and tried to achieve some of that look in the scene, even if it was a starting to look bit too warm. To illuminate the fog a bit, we need more light we need the aforementioned ambient light. But we are not going to use the Ambient setting, nor will we use a Skylight solution. Sky will be handled by a big Vray Light above the whole scene, colored teal (Fig.11), and one smaller Vray Light, angled slightly towards the camera, placed just above the
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roof. Moonlight will be done using a standard Max Directional light, placed above the camera. Because I dont want the front facing walls to be lit too much, I built a simple shadow-caster object, simulating the other side of the street (Fig.12). For placing such lights, where shadow is even more important than the light, its good to use viewport shadows display. I use it for almost all lights in the scene, but it really works well with one or two as with any more they tend to cancel each other out. I didnt want any direct light on the front facing walls, but I wanted to suggest some world off screen. I used three Omni lights, projecting a quickly stitched image of tree branches, to simulate some streetlights hidden behind the trees (Fig.13). At this stage with the main light sources in place, I took the low quality rendering into Photoshop, and started tweaking a bit. I quickly confirmed that most of the colors were way too saturated, producing an image that was way too warm. Quick try with Adjustment Layers provided the direction I should try (Fig.14). I also noticed that the side walls could use some specularity to accentuate the damp feeling and that there was no nice main specular on the street... I proceeded to fix those things. Light colors got desaturated and even turned slightly blue. The light coming from the sky was now almost gray. Sure, but looks good, and I couldnt achieve it The lack of specular on the street was fixed by duplicating the main light, turning off Affect Diffuse option, and using the Place Highlight tool to position it in the right spot (Fig.15). Fake? with the main lamp placed where its placed in the scene. If it was a real life movie set, it would probably be handled in a similar way by placing a light source just so. The whole composition was starting to look unbalanced, gravitating towards the right side. I therefore added a light in the doorway down on the street level to the left in order to balance it a bit. Theres also an angled box, invisible to
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hues, upping the gamma a bit, overlaying some photographic smoke images, some subtle chromatic aberration - simple things, really, but as always, crucial to a good looking image. (Fig.19) shows most of the things I added. The final image is on (Fig.20). Id like to point out that this image does not use GI. Sure, it wouldnt do any harm but it works quite well even without it, mainly due to the fog which adds some bright fill to the scene. Apart from this its nighttime whereupon the bounced light is way weaker than during the daytime (no sun, no bright sky). Tutorial by:
Andrzej Sykut
For more from this artist visit: http://azazel.carbonmade.com/ Or contact them: eltazaar@gmail.com
This series of five tutorials will focus on the topic of outdoor lighting and more specifically the task of setting up different light rigs to reflect a variety of weather scenarios. Each of the chapters will use the same base scene as a starting point and show a step by step guide to finding a lighting and rendering solution to describe a set time of day under different conditions ranging from a damp foggy night to sunset / sunrise. The tutorials will explain the type of lights used and how to set up their parameters alongside the combined rendering settings in order to achieve an effective result. The manipulation of textures will also be covered in order to turn a daylight scene into night for example, as well as a look at some useful post production techniques in Photoshop in order to enhance a final still.
+ mental ray
Environment Lighting: Outdoor Scene - Chapter 2: Sunrise / Sunset Chapter 2 - Sunrise / Sunset
Software Used: 3ds Max + Mental Ray I want to create something interesting and imaginative for this scene, when searching the internet you will get a lot of the more traditional golden mediteranian sunsets. So we need to refine our search a bit to get something more interesting. Sunsets can be quite colourfull depending on many factors such as; time of year, location and weather. In my mind Im thinking of deep reds, purples and blues maybe something like Russia. So Ill do another search for sunsets in Russia or colder locations. This gives me a lot of useful reference to use to show me the colours I need to get into my scene. main source of light in order to create something interesting. There are two places I would expect the sun to be in this image, the first is behind the building allowing the sun light to cascade down the stairs. This will give us a nice shadow of the archway but the downside of this sun position is that the rest of the image will be in shadow and I fear will create an uninteresting image and allow all the detail in the buildings to be lost. Also this will restrict us and in the end restrict our creativity. The second position for the sun is from behind the camera pointing at the front of building. This will give us a lot of light to play with and keep all our detail in the buildings. Here is the raw image in the Max view port (Fig.01).
Introduction
During this exterior lighting series I will be covering the techniques I used to create various time and weather conditions using 3DS Max and the Mental Ray renderer. I will be concentrating on describing my lighting methods rather than any modelling or texturing that may need to be done. I have created as much of the image as I can in Max; leaving the Photoshop polish to a bear minimum to achieve the final result. Before I start lighting any scene I collect reference for the type on lighting setup I want to create. So Ill do an internet search for sunsets, this will bring up a lot of images so theres plenty of reference to get a good end result.
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Sun light
For the sun light I will use a MR-Area Spot light and point it down the alley way I set the sunlight multiplier to 3 and enabled area shadows this would give us a soft shadow. And gave it a warm red/orange colour.
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The boxes are very simple at the moment and it shows in the render so in order to get something a little more interesting I will add some extra faces to the boxes and create a simple siloette of a typical building shape. Here is a perspective view of the whole scene with my fake simple buildings positioned correctly. (Fig.04) Here is a render of the newly placed shadows. (Fig.05). Now that the background shadows are in place a new problem occurs to me. The shadows are to dark and black. If this was in the real world the shadows would be lighter and the blueness of the sky would add a blue tint to the shadows. So to solve this problem I simply added a Mr-Area Omni light in the middle of the scene and about half as high as the buildings. I gave the light an intensity of 0.7 and a bluish colour. This light would effect the whole of the environment not just the shadows. This shouldnt be a problem as it will give us a sort of global ambience effect. Time for another test render. Here is a test render of the scene so far (Fig.06). As you can see this immediately adds a whole other life to the scene and improves the image so much. Everything is looking good so I moved onto the tweaking stage.
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Medium Render
I set the renderer to medium image precision and medium Final Gather settings. I still havent enabled bounce light yet as it would increase the render times. I increased the size of the render to 800*600 With these setting I was able to see any problems that may occur. Here is the medium render (Fig.10). I was quite happy with the medium sized render and I couldnt see any major issues. Some colour correction needed to be done in Photoshop but this is normal with any image; it adds that extra bit of polish to the art work. I was now ready to go ahead and set up a high quality render.
Photoshop composite
I used a Levels adjustment layer to bring out the darks and highlights a little more this adds a lot of quality to your image and is an important stage of the polishing process. I then
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element into the Alpha channel of the image and in the effects menu added a Lens Blur and set it to use the Alpha channel. After adjusting the settings I was able to get a realistic effect again be careful not to over do it. The good thing about Lens Blur is you can add specular blur to your highlights in the image further enhancing the photorealism we want to achieve. Here it is, the finished product. (Fig.13).
Conclusion
I set out to create a sun set scene and I think I achieved that. I wanted to create something a little more exciting than the more traditional sunset scene. I liked the colours that come with this particular scenario and think it helped bring the image to life. Im pleased with the end result and hope you found this tutorial useful.
Tutorial by:
Andrew Finch
For more from this artist please contact them: afinchy@googlemail.com
This series of five tutorials will focus on the topic of outdoor lighting and more specifically the task of setting up different light rigs to reflect a variety of weather scenarios. Each of the chapters will use the same base scene as a starting point and show a step by step guide to finding a lighting and rendering solution to describe a set time of day under different conditions ranging from a damp foggy night to sunset / sunrise. The tutorials will explain the type of lights used and how to set up their parameters alongside the combined rendering settings in order to achieve an effective result. The manipulation of textures will also be covered in order to turn a daylight scene into night for example, as well as a look at some useful post production techniques in Photoshop in order to enhance a final still.
+ v-ray
Environment Lighting: Outdoor Scene - Chapter 2: Sunrise / Sunset Chapter 2 - Sunrise / Sunset
Software Used: 3ds Max + V-Ray Before placing a single light in a 3d software, its good to spend a while, looking at the scene, and thinking, imagining a bit. The assignment is pretty clear - sunset/sunrise - thats the prime directive. But that is not all that matters. Composition of the image is important, regardless of the lighting scenario we have to achieve and that too can influence light placement, strength and color. Visual style, art direction is important as well is it supposed to look real, photo real, stylized? Finding some reference can suggest few ideas, how to achieve our task. Its also good to think about technical aspects is it going to be a still image, or is it for animation, should it render really fast, or maybe we have some computing power at our disposal? But nowadays, when the computers are fast, its not always that important. So how does all that theory work in real life case? Well, there are two most obvious (and easy to recognize) ways of showing a sunset. In the first one, the sun is behind the camera. The shadows of the buildings, especially offscreen ones, can become a very important element of the scene. Because there are parts of the image in warm sunlight, and some in the cooler shadows, there can be quite a lot of color variation (Fig.01), and the contrast isnt very high. Second approach, we are looking at the sun theres a lot of bright light, things are shiny (because of the glancing angle of the sun rays), there are nice, long shadows, and the overall contrast can be quite high, but there can be little in a way of color variation (Fig.02). Both ways differ in mood quite a bit - of course, you can choose somewhere in between it depends on the scene, and on the story you want to tell. There are similarities, too. In both cases, sun is our main (key) light source. Sky acts as a fill but the ratio between the two is different. This looks like a great candidate to use Vray Sun&Sky system as a base of our light setup, at least at first glance. While it should work for the first scenario, it may not be flexible enough for the second one in that particular scene. The arch at the end of the street blocks the horizon, (Fig.03, marked red) and whole scene would be in shadow... unless we try something else.
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Now its time to create the sun. Lets choose VraySun. The pop-up will appear, asking about adding VraySky in the Environment slot I hit OK, since Ill need it. Next I switched VraySky to manual sun node, and pointed the newly created VraySun as the sun node (Fig.07). To have a bit more control, I used two variants of the sky one for lighting, using Vrays environment override, and one to be visible. The difference is in the sun intensity multiplier. To position the sun, its good to display shadows in the viewport (Fig.08). That way I can see the shadows in real-time, and finding a nice composition is really fast... but wait, theres nothing that could cast shadows on our street. Its easy to fix just draw few skyline-shaped, angular splines, and extrude them a bit, then place roughly where the
other side of the street would be, and tweak from there (Fig.09). Here I chose the to have a nice, lit path into the image, and dark shapes on both sides. Before rendering anything, I created VRayPhysicalCamera, so I could control the brightness of the scene in more intuitive way (as I have a bit of photographic experience). The settings pictured on (Fig.10) took some trial and error to get them right generally, if the scene is moreor less build in real world scale, the settings that would work if we were to take a photo of that scene in real life, are a good starting point. The Vignetting option is quite useful here, darkening the corners of the image, and focusing the viewers attention at the central part of the image. I also adjusted the sun brightness, and size, to get nice, soft shadows.
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Lets see what weve got (Fig.11). Not that bad, but could be better Id like some more blue in the shadows, and some more light in the central part of the image. I added a big blueish Vray Light above and to the front of the scene (Fig.12). This gives more color variation, and, as it is, looks more like a sunrise, - but its easy to go back into sunset territory, with few tweaks in post-production. Another, smaller light further along the street (Fig.13) lights up the arch wall, which was bit too dark for my taste. Ive also added a small light behind the arch, so theres no big flat dark spot in the center of the image (Fig.14).
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Now, lets take the image into Photoshop, and see what we can do with it. Using Curves Adjustment Layer, I brought down most of the blue/violet from the shadows, giving the whole image a warmer tone (Fig.15), played with vignetting, and some glows, and heres the final result: (Fig.16). All in all, this wasnt too hard, was it?
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The second scenario is bit more tricky. Lets start with the scene Ive just finished, and remove all lights except the sun. If I set the sun where I want it, and render, the colors are all wrong cold, blue, instead of war browns and oranges. Simply the sun is too high to
have proper warm color (Fig.17). If I swap the VraySun for the standard Directional Light, I can have full control of its color. I replaced the VraySky (the one doing the lighting, in Vray override tab) with a HDR photo of a sunset (To be honest, the scene would probably work even without it, as its effect is subtle, and most of the lighting will be done by hand. Still, its some starting point.), bumped up the Primary Bounces multiplier, played with AO settings, and Vray camera settings (Fig.18) - and the colors start to look right, but the scene is way too dark (Fig.19). The walls of the street are in shade... as they probably should, but Id like them to catch some light, so I put a squashed, spherical Vray Light under the arch (Fig.20). The right wall has a slightly reflective material (added as a Shellac to the base shader), so there is a nice detailed pattern there. Another light was placed above the roof, to throw some back-light on the wall on the right (Fig.21).
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hard, once you have a clear direction of what you want to achieve. And thats where some research can be very helpful.
Tutorial by:
Andrzej Sykut
For more from this artist visit: http://azazel.carbonmade.com/ Or contact them: eltazaar@gmail.com
This series of five tutorials will focus on the topic of outdoor lighting and more specifically the task of setting up different light rigs to reflect a variety of weather scenarios. Each of the chapters will use the same base scene as a starting point and show a step by step guide to finding a lighting and rendering solution to describe a set time of day under different conditions ranging from a damp foggy night to sunset / sunrise. The tutorials will explain the type of lights used and how to set up their parameters alongside the combined rendering settings in order to achieve an effective result. The manipulation of textures will also be covered in order to turn a daylight scene into night for example, as well as a look at some useful post production techniques in Photoshop in order to enhance a final still.
+ mental ray
Introduction
During this exterior lighting series I will be covering the techniques I used to create various time and weather conditions using 3DS Max and the Mental Ray renderer. I will be concentrating on describing my lighting methods rather than any modelling or texturing that may need to be done. I have created as much of the image as I can in Max; leaving the Photoshop polish to a bear minimum to achieve the final result. When I think of moon lit I automatically think of a full moon with no cloud cover. As with most urban night scenes you cant just rely on the moon light to light your image. Using the first
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draft setting so it sped up the render times to a more workable rate. I set the render size to 360*480 and in the indirect illumination tab I set the Final Gather to draft and the bounce light to 0. This will allow me to render out as quickly as possible.
Moon Light
I used a MR-Area Spot light for the moon light and pointed it at the right wall of the alley way. I set the multiplier to 3 and enabled Ray traced shadows this would give us the harder edged shadow that you would typically get from a strong moon lit night. I gave the light a light blue colour. Here is an image of the position of the light in the scene (Fig.02) Here is a render of what we have so far with just the moon light applied. (Fig.03) Ok its not very interesting at the moment but it doesnt need to be, we just need to concentrate on getting the moon light to look good then we can fill the scene out and create a nice composition. For the tree shadows I used a projection spot light, this allows you to add a texture to the light, this texture will then cast light. So I used a black and white image of a tree silhouette (Just do a internet search for tree silhouette and you should be able to find a good black and white tree texture). The white areas of the image will be lit and the black area will
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With such a strong moon llight you would get some bounce light lightening up the shadowed areas so I placed a MR Area Omni light higher up in the scene and towards the front of the alley way. I gave this light a very low power of
0.1 and a grey/blue tint giving us the effect of the night sky brightening up the dark areas. Here is a render of the image with just the natural lighting applied.. (Fig.06) Im now happy with the environment lighting so I moved onto the interior lighting to add life to the image.
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Medium Render
I set the renderer to medium image precision and medium Final Gather settings. I still havent enabled bounce light yet as it would increase
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Photoshop Composite
The First thing I will do in Photoshop is import the render element Alpha Channel to the alpha channel of the rendered image. This cuts out the geometry from our render and leaves us with a empty sky area. At the beginning of this tutorial I said I wanted a clear sky so a good way to get that point across is to have stars visible. I dont want there to be to many stars, just
subtle enough to give the impression of clear sky but not grab your attention away from the street. So after a quick search on the internet for a night sky I found a good image with just the right amount of stars. So I placed this on a layer behind the rendered image and scaled it in place to get the desired effect. Once Im happy with the sky I flattened the image so Im only working with the one layer. I do this so its simpler for me to edit the image. I used a Levels adjustment layer to bring out the darks and highlights a little more this adds a lot of quality to your image and is an important stage of the polishing process. I then added a Colour Balance Adjustment layer and brought out the blues and greens a little more this would help to convince the viewer it was night time. I then added a little Depth of Field to give us a photorealism look. I achieved this by putting the Z-depth render element into the Alpha channel of the image and in the effects menu added a Lens Blur effect and set it to use the Alpha channel. After adjusting the settings I was able to get a realistic effect but be careful not to over do it, its easy to over blur the image and ruin the effect so subtlety is the key at this stage.
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The good thing about Lens Blur is you can add specular blur to your highlights in the image further enhancing the photorealism we want to achieve. Here it is, the finished Image. (Fig.12)
Conclusion
In conclusion I feel I managed to create a good moon lit environment using different lighting techniques to create the desired mood and atmosphere. I hope this tutorial was easy enough to follow and help you to create some great lit environments. See you in the next tutorial. Tutorial by:
Andrew Finch
For more from this artist please contact them: afinchy@googlemail.com
This series of five tutorials will focus on the topic of outdoor lighting and more specifically the task of setting up different light rigs to reflect a variety of weather scenarios. Each of the chapters will use the same base scene as a starting point and show a step by step guide to finding a lighting and rendering solution to describe a set time of day under different conditions ranging from a damp foggy night to sunset / sunrise. The tutorials will explain the type of lights used and how to set up their parameters alongside the combined rendering settings in order to achieve an effective result. The manipulation of textures will also be covered in order to turn a daylight scene into night for example, as well as a look at some useful post production techniques in Photoshop in order to enhance a final still.
+ v-ray
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water surface here and only a tiny piece of the sky. We could try to use moon as a back light, but it could only reach a tiny part of the scene, with most of it left in the dark. That could work, but Id like to try something else. Something like a light coming from the side, filtered through the tree branches, with slightly soft shadows. Not much in a way of interesting silhouettes to play with, so some direct light will be needed. And as its light thats important here, not atmosphere, the fog will be very subtle. As youll see, the above rules are more like guidelines than law, and you can bend or break them, if you know what you want to achieve. To render the scene, Im using 3dsmax with Vray, with GI turned on. I most often use Irradiance Map for first bounce, and Brute Force for the secondary bounces that is the default setting, which works for me in most cases (Fig.03 preview settings). Detailed settings, like number of bounces, or Irradiance Map size of course vary over time low quality for previews, higher for final rendering. For still images, as in this case, I try to use fastest (lowest) setting possible, while still getting acceptable result. For animation, the Medium Animation setting is usually safe, flicker free option. I also use a hint of global Ambient Occlusion to add some detail to shadowed parts of the image. One of the first things I usually do is setting the Color Mapping to Exponential (Fig.04). While this isnt probably the most physically correct way, it has some advantages. The way it works, it prevents over bright hot spots, and over saturated color transitions. Its also very tolerant its really hard to whiteout the The scene needed some preparations adding VrayDisplacement to the street surface, some reflections to the windows (using blend material, VrayMtl for the windows, and a b&w mask). Metal parts, like railings and lamp also got a shiny, reflective VrayMtl. Before rendering anything, I created VRayPhysicalCamera, so I could control the brightness of the scene in more intuitive way (as I have a bit of photographic experience). The settings pictured on (Fig.05) took some trial and error to get them right generally, if the scene is more-or less build in real world scale, the image, and the lights have a very wide range of usable multiplier/strength setting (but that range often ends up being pretty high, like 512 or so, especially with the fog on). It has downsides, too, making the colors look desaturated, and decreasing the contrast of the image. I actually like it that way, because I can easily bring back the contrast and saturation in post production, and for some scenes it just fits but if you dont like it, theres HSV exponential mode, which keeps the colors better. Generally, though, main use I have for default, Linear Multiply, is rendering some additional passes, like masks.
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settings that would work if we were to take a photo of that scene in real life, are a good starting point. The Vignetting option is quite useful here, darkening the corners of the image, and focusing the viewers attention at the central part of the image here, I used it very sparingly. I started lighting by setting up the fill (Fig.06) in this case, a HDR image of a night city. In nicely introduces some subtle color variation. We need to add some geometry to block it from the front, though as in real life, where buildings on the other side of the street would occlude some of the sky. Next in line was the moon. It took some tries to find a nice angle, but the time it takes can be shortened by enabling Viewport Shadows display (Fig.07). The Moon is a standard blue-colored directional light, with Vray shadows, and hotspot tweaked to the scene size. I used a tiled black and white image of tree branches in the projection slot (Fig.08). The projected image is blurred a bit, to match the real shadow softness. Notice how nicely the bump mapping on the walls work thats one of the benefits of light angled to the side (or raking light, as its sometimes called). And as a last tweaks, I added an area light behind the arch, above the stairs, so they catch a nice subtle highlight, adding a bit of depth to the scene (Fig.09), and increased main light multiplier a bit. I was considering
adding some man-made light source, like a window-light or the street lamp, but in the end, I decided against it it would have lessened the impact of the moonlight in the scene. In post production, I did some subtle color correction, adding some red and green to the shadows, and blue/cyan to the highlights it works quite well, even if its the opposite of what Id do on a normal, daylight image. I also added a hint of fog using Zdepth pass, some highlight glow, some grain, and a tiny amount of chromatic aberration simple tweaks, really (Fig.10).
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As it turns out, achieving a moonlit scene was quite easy, with just two light sources and some GI (Fig.11 final image). While technically simple, that kind of scene requires some pondering and a bit of cheating I tried to think about our scene as a movie set, not only as a real street late at night.
Tutorial by:
Andrzej Sykut
For more from this artist visit: http://azazel.carbonmade.com/ Or contact them: eltazaar@gmail.com
This series of five tutorials will focus on the topic of outdoor lighting and more specifically the task of setting up different light rigs to reflect a variety of weather scenarios. Each of the chapters will use the same base scene as a starting point and show a step by step guide to finding a lighting and rendering solution to describe a set time of day under different conditions ranging from a damp foggy night to sunset / sunrise. The tutorials will explain the type of lights used and how to set up their parameters alongside the combined rendering settings in order to achieve an effective result. The manipulation of textures will also be covered in order to turn a daylight scene into night for example, as well as a look at some useful post production techniques in Photoshop in order to enhance a final still.
+ mental ray
Environment Lighting Outdoor Scene - Chapter 4: Midday Sun Chapter 4 - Midday Sun
Software Used: 3ds Max + Mental Ray play an important part in this image, for midday the shadows need to be very sharp and at a steep angle to give the illusion of the sun being almost directly above you. I also imagine the sky to be a bright blue with no cloud cover. This blue sky will just show through at the top of the image adding a nice spot of color. A problem that we will need to overcome will be the intense light from the sun washing out the color of the buildings and removing the detail from the textures and bump maps. Here is the Image before any lighting has been applied. (Fig.01) There will be no artificial light in this scene as it is the middle of the day any interior lighting will not be visible. system to create a realistic looking sun and use a HDR map to help create the secondary light source.
Introduction
During this exterior lighting series I will be covering the techniques I used to create various time and weather conditions using 3DS Max and the Mental Ray renderer. I will be concentrating on describing my lighting methods rather than any modelling or texturing that may need to be done. I have created as much of the image as I can in Max; leaving the Photoshop polish to a bear minimum to achieve the final result. For midday sun I think of baking hot weather, sunlight bouncing off surfaces creating hot spots on the walls, and windows to show the intense light being cast by the sun. Shadows will also
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Sun Light
The sun is created using the Daylight system. This is located in the Create tab under systems. When you click on Daylight system you will be asked if you want to change the exposure settings. I clicked yes for this to give us better results in the final render. In the viewport you click and drag a compass, then when you release the mouse button the sun is created and you can position it quite high above the scene to simulate the high midday sun. Here is an image of the viewport containing the daylight system (Fig.02) If you hit render now you will get an uninteresting image but we are using the default settings. We need to alter many settings to get the desired effect, I will start from the top and work my way down the properties of the daylight system. Here is a render with the default daylight system settings. (Fig.03)
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Skylight Parameters
Multiplier 2.0 Sky Colour Check Use Scene Environment (we can now add a HDR map to the background in the Environment and Effects window). Image of settings (Fig.04) I got to the settings above by tweaking the values and test rendering until I was happy with the shadows, the color of light and the power of the light and bounce light. We also need to change the settings in Exposure Control to get a better render. This can be accessed by going to Rendering/Environment in the menus or by pressing 8
Common Parameters
Check Use Map I then added a HDR map in the map slot. I chose a bright sunny day map, they can be found quite easily if you search for them. I did a search for sunny HDR map and downloaded the one I liked the look of. I cant show it because of copyright issues but you should be able to find one easily. Note; This HDR image will now be rendered in the sky. Dont worry about this, you can use an Alpha channel render element to Cut Out the HDR sky and paste in our own nice blue sky.
Exposure Control
Select from the drop down menu mr Photographic Exposure Control
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Coordinates
Check Environ and change the Mapping to Spherical Environment This will wrap the .hdr image around the scene. Image of settings (Fig.06) So with all that done its time for a medium render and a check for any issues before we start the final large render.
Medium Render
I set the renderer to medium image precision and medium Final Gather settings. I still havent enabled bounce light yet as it would increase the render times. I increased the size of the render to 800*600. With these settings I was able to see any problems that may occur. From the medium render I was able to see a problem. The Colours are being washed out by the intense light being cast by the sun. The red archway doesnt stand out next to the beige and brown walls that surround it. This shouldnt be the case, being a red wall it needs to stand out. Also the blue shutters (upper left) are over exposed in places and washing away the blue colour. I think all of the textures could do with some touch ups in Photoshop, a simple levels adjust would do. The Levels adjustment brought out the detail and darkened the texture, now when the intense light hits the walls the textures wont be lost.
Here is a before and after of the textures (Fig.07) I hit render once more with the medium settings to check that texture were now displaying correctly. I was quite happy with the medium sized render and I couldnt see any major issues. I was now ready to go ahead and set up a high quality render.
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Here is the final out come from the Mental Ray renderer. (Fig.09) Now that we have everything we need we can import them into Photoshop and start the polishing stage.
now it was transparent. I then created a new layer underneath the render and filled with a nice sky blue colour. I then applied the following adjustment layers: Levels To enhance the darks and whites. Color Balance - Give the image a slight bluish tint to replicate the blue sky GI. Curves Enhance the whites more to get an over exposed look on the sun bleached wall. Lens Flare 105mm Prime, very low opacity and placed on the corner of the metal roof to the right of the green door above the archway. To give the illusion of the sun reflecting of the metal surface, and to further convince the viewer that it is a baking hot day. Here it is, the finished Image. (Fig.10)
Conclusion
I am happy with the final outcome for this render. I feel I have achieved a hot sunny day with plenty of hot spots and was able to keep the colour in the textures from being washed out under the intense light from the sun. The blue sky adds a nice touch to the composition. I tried a new approach to lighting in this tutorial than the others, I normally stick to mr-Area omni lights and mr-Area spotlights for my lighting rigs, but I wanted to show the daylight system and I thought a sunny day would be the best time to show off what it is capable of. I hope you have learned something new from this tutorial and I really enjoyed making this one. create Tutorial by:
Photoshop Composite
With this image there wasnt much Photoshop work that needed doing because the lighting was just right for the time of day, and with the color correction done in the textures earlier on, only a minimal amount of post work needed to be done. I started with the sky, because the HDR map is visible in the render we need to get rid of this. I created a layer mask and pasted in the Alpha render element, this Cut Out the HDR sky so
Andrew Finch
For more from this artist please contact them: afinchy@googlemail.com
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This series of five tutorials will focus on the topic of outdoor lighting and more specifically the task of setting up different light rigs to reflect a variety of weather scenarios. Each of the chapters will use the same base scene as a starting point and show a step by step guide to finding a lighting and rendering solution to describe a set time of day under different conditions ranging from a damp foggy night to sunset / sunrise. The tutorials will explain the type of lights used and how to set up their parameters alongside the combined rendering settings in order to achieve an effective result. The manipulation of textures will also be covered in order to turn a daylight scene into night for example, as well as a look at some useful post production techniques in Photoshop in order to enhance a final still.
+ v-ray
Environment Lighting Outdoor Scene - Chapter 4: Midday Sun Chapter 4 - Midday Sun
Software Used: 3ds Max + V-Ray This months assignment is midday sunlight the kind you could see every day, if you are lucky. But since its so common sight, well have to be careful not to make it too plain. Of course, if you are working for a client/director, they may have another vision, but Id like the image to look good, maybe stylized a bit instead of plain, but realistic. The stylization I have in mind lies in color correction I like the colors of old film photos, like those on the (Fig.01), so Ill try to incorporate some of that look in our image. It comes from many sources from using Lomo camera, which was my childhood toy, way before becoming hip ;), from processing your film in wrong chemicals (so-called cross-processing), or from the film itself, often producing some color casts/distortions. This has little to do with the 3d part, and a lot to do with post-production, so more on that later. Lighting-wise, midday sunlight is pretty simple, strong sun as a key light, blues sky, leading to blue-tinted, hard-edged shadows. Thats it... well, not yet. Composition, as usual, is most important. The mentioned hard shadows can be pretty intense, creating shapes of their own. This case is a great occasion to use Vray sun & sky system thats what its made for. It should give us a good looking, but neutral generic image. Im using it in tandem with GI. I mainly use Irradiance Map for the first bounce and Brute Force for the secondary bounces that is the default setting which works for me in most cases (Fig.02 preview settings). Detailed settings like number of bounces, or Irradiance Map size of course vary over time low quality for previews, higher if the scene requires it. For still images, as in this case, I try to use fastest (lowest) setting possible, while still getting acceptable result. For animation, the Medium Animation setting is usually safe with the flicker free option. I also use a hint of global Ambient Occlusion to add some detail to the shadowed parts of the image. One of the first things I usually do is setting the Color Mapping to Exponential (Fig.03). Those shapes can either hurt the composition, becoming a distraction, or help it, guiding the eye to the focal parts of the image. Fortunately, its easy to try various sun positions quickly. Besides... those shadows quite often shouldnt even be blue neutral colors may work as well, depending on the situation.
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Andrzej Sykut
For more from this artist visit: http://azazel.carbonmade.com/ Or contact them: eltazaar@gmail.com
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