Studio Lighting Tdw63 Trade

download Studio Lighting Tdw63 Trade

of 2

Transcript of Studio Lighting Tdw63 Trade

  • 7/28/2019 Studio Lighting Tdw63 Trade

    1/2

    ood advertising work isnt simply a matter of

    recreating an object in 3D. In the real world,

    photographers use the intensity and direction

    of light to reveal the properties of their subject

    matter: its texture, form, weight, colour, or even translucency.

    If we, as 3D artists, are to create photorealism in our

    renders, we must employ the same photographic principles.

    In this tutorial, well be exploring the process of lighting

    and rendering product images for print. This will be done by

    deconstructing how the image on the right an unbranded

    shampoo bottle was created, and examining how the virtual

    set-up mirrors that of a real-world photo studio.

    To avoid distracting edges in the background of a shot,

    studios often photograph their subjects against a curvedbackdrop. Well be simulating this by creating and texturing a

    suitable piece of background geometry.

    In order to get a realistic look, well be using area lights

    with raytraced shadows to produce physically accurate soft

    shadows, similar to real soft boxes. By using Aim constraints, we

    can ensure that the lights can be moved around the product,

    without having to worry about whether theyre pointing in

    the right direction. This will also enable us to ensure that the

    reflections of the lights appear exactly where we want them.

    Well also create a piece of geometry similar to a

    photographers reflector behind each light, to which we can

    assign any chosen texture map. This will give us a visible light

    source, which will offer more flexibility in setting up lights, and

    will help achieve optimal reflections in the product itself.

    You can find the scene file for the tutorial on your CD. By

    modifying it to suit your own needs, you should be able to

    create template set-ups su itable for lighting any product.

    Lee Griggs works for ART VPS, advising and training product

    design, automotive and architectural visualisation agencies.

    Alias awarded him its prestigious Maya Master title in 2004

    [w] www.griggsgraphics.com

    Create better renders for print ads withthis Maya lighting set-up, mimickingthat of a real photo studio BY LEE GRIGGS

    Studiolighting

    062 | 3D WORLD3D WORLD April 2005

    TUTORIALS | Studio lighting

    First, create the studio backdrop. You can do this by

    either lofting two NURBS curves or, as in this case,

    extruding the edges of a polygon. Make sure that

    the bottom of the backdrop is perfectly flat so that you can

    sit your product on it. Position the backdrop so the product

    can be imported at 0, 0, 0. This will make setting up the

    scene easier because you wont have to reposition every new

    product that you wish to render.

    01

    Now assign a Lambert material to the backdrop.

    Create a fractal with a Cylindrical Projection type

    and connect it to the Colour channel of the Lambert

    material. Scale and position the place3dTexture node so that

    it produces an even amount of texture along the backdrop.

    Now change the colour of the fractal texture to one of your

    choosing. Weve picked two shades of brown.

    02

    TRADE SECRETSTRADE SECRETS

    G

    TDW63.trade 062TDW63.trade 062 11/2/05 5:48:37 pm11/2/05 5:48:37 pm

  • 7/28/2019 Studio Lighting Tdw63 Trade

    2/2

    April 2005 3D WORLD3D WORLD | 063

    Studio lighting | TUTORIALS

    Create a point light and position it above and slightly

    behind the product. Turn the Decay Rate to

    Quadratic to give a more realistically attenuating

    light falloff. Youll have to increase the Intensity to around

    3,000 in order to compensate for the change to Quadratic.

    Switch on Raytrace Shadows and set the Light Radius to 10.

    This will give you a nice, even light across the backdrop.

    04

    Create a locator at 0, 0, 0 where your product is.

    Create an area light and position it roughly as in this

    screenshot. Constrain the area light to the locator

    with an Aim constraint, making sure you pick the locator first.

    Create another light and constrain it to the locator for the left

    side, then do the same for the area light above.

    05

    Create a single polygon and position it slightly

    behind each area light, then group it inside the area

    light. To make sure the polygon is visible in the

    reflections but not the render, turn off Visible in Reflections

    in the Attribute editor. You can also turn off Double-sided on

    the Polygon Reflector. Create and assign a Lambert material

    and increase its Incandescence to at least 0.5.

    06

    Position your product in the centre of the backdrop,

    which should ideally be at 0, 0, 0. This means

    you wont have to reposition your products every

    time you import them into your studio scene. Now assign

    some materials to your product weve assigned a Phong

    to both of the surfaces in this scene. Increase the amount

    of Reflectivity to around 0.3 so that you can see our lights

    reflected in your product.

    03

    Select Display > Heads up display > Object details

    and select the product or locator at 0,0,0. Type this

    figure into the Focus Distance attribute of your

    camera and set your F Stop accordingly. If the scene size is

    too large or small, you might have to tweak the Focus Region

    Scale in order to see your depth of field. Finally, render the

    scene, making sure Raytracing is switched on.

    07

    TDW63.trade 063TDW63.trade 063 11/2/05 5:48:58 pm11/2/05 5:48:58 pm