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Starting
with a directional light aimed through the window.
This will be the only light in this scene that will cast shadows (using
depth map shadows). |
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The first render
looks like this. Only surfaces lit directly by the window light are visible
and everything else is black. We need to add some ambient light. |
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This is the scene
with one ambient light added. Yuk!. It looked even worse when the intensity
of the ambient light was at the default "1.0". In this render
it was set at "0.25" but still very flat looking.
Delete the ambient
light and start building a more interesting lighting scheme which approximates
light bouncing around in this scene. |
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Here two point lights
have been added near the floor under the sphere. The intensity on both
are still "1.0" but the decay rate has been set to "quadratic".
The specularity of each light looks like the bounced lighting from the
floor is highlighting the sphere. |
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A point light is
added to the right of the sphere. The color is set to red and the decay
rate set to "linear". This simulates the red light which would
bounce onto the nearby walls when the bright window-light strikes the
sphere. The intensity is exaggerated here a bit to be more apparent. |
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A point light
with a blue tint is added in between the sphere and blue column to simulate
light bouncing off the column. Note how it illuminates the left side
of the sphere, bringing it out of total darkness as in the previous
images.
Also note that there
is no specular hilight on the sphere. This is because the "specular"
attribute for the blue point light is turned off. |
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A white point light
with a linear decay is placed off-screen to the left. This has the effect
of light bouncing off a back wall from the illumination on the floor. |
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A white point light
is placed up high in the room to bring up the overall illumination of
the area, bringing a better balance to the other bounce lighting effects
in the scene. |
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The blue column
was still dark so a point light was added near the top. This light would
have brightened up other areas of the room with an undesired result,
so the light was linked exclusively to the column.
To do this, use
"window > relationship editors > light linking > light-centric".
By linking the light to only the column and nothing else, the light
will illuminate only the column in the render. |
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The resulting
scene has one directional light and seven point lights. These eight
lights work together to simulate the effect of a single light source
coming in the window and bouncing around the room.
Think about ways
to light your own scene by making creative use of point lights with
decay, color, and linking. |