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Home > Documents > Andrzej Sykut - Lighting La Ruelle - 3D Max - VRay - 2011

Andrzej Sykut - Lighting La Ruelle - 3D Max - VRay - 2011

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- Free Scene & Textures This download includes the original scene files and textures + the artist final scene setting up + v-ray 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. Chapter 1 | This Issue Fog/Mist at Night-Time Chapter 2 | Next Issue Sunrise/Sunset Chapter 3 | March Issue 055 Moonlight Chapter 4 | April Issue 056 Midday Sun Chapter 5 | May Issue 057 Overcast
Transcript
  • - Free Scene & TexturesThis download includes the original scene files and textures + the artist final scene setting up

    + v-ray

    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.

    Chapter 1 | This IssueFog/Mist at Night-Time

    Chapter 2 | Next IssueSunrise/Sunset

    Chapter 3 | March Issue 055Moonlight

    Chapter 4 | April Issue 056Midday Sun

    Chapter 5 | May Issue 057 Overcast

  • Page 101www.3dcreativemag.com Issue 053 January 2010

    Environment Lighting: Outdoor Scene - Chapter 1: Fog/Mist (Damp) at Night-Time

    Chapter 1 - Fog/Mist (Damp) at Night-TimeSoftware 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

    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.

    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.

  • Page 102www.3dcreativemag.com Issue 053 January 2010

    Outdoor Scene - Chapter 1: Fog/Mist (Damp) at Night-Time: Environment Lighting

    That means we wont have to fake it by using

    volume lights and old-style fog we will work

    with lights, and let Vray handle the heavy lifting

    of providing the atmosphere. Note of caution

    here. While VrayEnvironmentFog can produce

    very nice images, it also can take a long time to

    render, especially when there are a lot of light

    sources, not mentioning the GI. For now in the

    initial steps it can stay off, we will add it later on.

    First thing I usually do, is set the Color Mapping

    to Exponential (Fig.02). While this isnt probably

    the most physically correct way, it has some

    advantages. The way it works, is by preventing

    over bright hotspots, and oversaturated color

    transitions. Its also very tolerant its really

    hard to whiteout the image, and the lights have

    a very wide range of usable multiplier/strength

    settings (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 better retains the

    color. Generally though, I mainly use the default

    setting with Linear Multiply for rendering some

    additional passes such as masks.

    Next thing was to set up the road

    surface (Fig.03). A simple Vray material,

    VrayDisplacement modifier, and we are good

    to go.

    First light Ive placed was the spherical Vray

    Light in place of the main lamp (Fig.04). I

    started with a very, very saturated orange. I

    actually did it with the all other lights as well I

    have a tendency to use strong, colored lights

    that sometimes get the better of me. That

    usually gets fixed in later stages. That first light

    was duplicated along the stairway, lighting up

    the way into the image. It took some tweaking of

    their placement and strength - finally I decided

    to place them on the left wall, and add one on

    the right (Fig.05).

    Now its time for the windows. I started by

    placing a Plane (default type) Vray Light in place

    of the closer window on the right wall (Fig.06)

    kind of by accident really, as it was supposed

    to be the other window. But that placement

    gave me a nice illumination of the left building,

    picking up the bump detail there, so I decided

    to keep it. I did try the other window, but didnt

  • Page 103www.3dcreativemag.com Issue 053 January 2010

    Environment Lighting: Outdoor Scene - Chapter 1: Fog/Mist (Damp) at Night-Time

    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

  • Page 104www.3dcreativemag.com Issue 053 January 2010

    Outdoor Scene - Chapter 1: Fog/Mist (Damp) at Night-Time: Environment Lighting

    Sure, but looks good, and I couldnt achieve it

    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.

    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.

    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?

    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

  • Page 105www.3dcreativemag.com Issue 053 January 2010

    Environment Lighting: Outdoor Scene - Chapter 1: Fog/Mist (Damp) at Night-Time

    the camera, shaping the hotspot to resemble an

    open door yet another trick here (Fig.16).

    The walls were turned into a Shellac Material,

    with a VrayMtl in the shellac slot (Fig.17). After

    some tweaking, I achieved a nice looking, damp

    wall, catching the highlight from that little square

    window.

    The image was starting to look quite good

    now but a few tweaks were still required. The

    metal railings needed a reflective VrayMtl, the

    little metal roof high above the street needed

    to look wet, too. But the main problem was my

    preview windows. I solved that by turning the

    lights to be single sided, and duplicating them.

    The duplicate is way weaker, as it serves only to

    illuminate the wall recession around the window.

    Now whats behind the window is another fake

    its simply a self-illumination map, using a photo

    of a window from the outside, at night (Fig.18).

    Itll do for a still image, but it wont hold up for

    camera movement we would need at least

    some simple interior then. Fortunately we are

    working with a still this time.

    A few more slight tweaks remained I

    constantly find something to tweak, even if

    those things are too small to write about, they

    are always there. Change the hue here, by a

    tiny bit, tweak the material there, that kind of

    stuff. When thats done, we can try to finally

    render the image at higher resolution. This

    scene is quite time-consuming to render, due

    to the fog overnight is a good idea. For test

    renders, I use low resolution, fixed image

    sampling, and lowered subdivs in the fog. Again,

    note of caution Fixed sampling produces a lot

    of bright noise in specular areas appearing as

    though there should be nice, crisp detail when

    you do a full render. Much of this disappears

    and gets filtered down and smoothed, providing

    a much softer looking result in the end. This is

    something to bear in mind and so be prepared

    to do more than one higher quality render. The

    image took 22 hours to render, but I used a

    3-year old machine.

    Most of the post-production I had already

    sorted out, throwing my test renders into

    that first PSD test-image. I used a few radial

    gradients to enhance the atmosphere, some

    color corrections to bring back the cold, blue

  • 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 SykutFor more from this artist visit:

    http://azazel.carbonmade.com/

    Or contact them:

    [email protected]

    - Free Scene & TexturesThis download includes the original scene files and textures + the artist final scene setting up

  • - Free Scene & TexturesThis download includes the artist final scene set up + textures

    + v-ray

    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.

    Chapter 1 | January Issue 053Fog/Mist at Night-Time

    Chapter 2 | This IssueSunrise/Sunset

    Chapter 3 | Next IssueMoonlight

    Chapter 4 | April Issue 056Midday Sun

    Chapter 5 | May Issue 057 Overcast

  • Page 117www.3dcreativemag.com Issue 054 February 2010

    Environment Lighting: Outdoor Scene - Chapter 2: Sunrise / Sunset

    Chapter 2 - Sunrise / SunsetSoftware 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 off-

    screen 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.

  • Page 118www.3dcreativemag.com Issue 054 February 2010

    Outdoor Scene - Chapter 2: Sunrise / Sunset: Environment Lighting

    Lets start with the first approach.

    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.04 preview setting). 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.

    Next thing I did was setting the Color Mapping

    to Exponential (Fig.05). While this isnt probably

    the most physically correct way, it has some

    advantages. The way it works, it prevents

    overbright hotspots, and oversaturated color

    transitions. Its also very tolerant its really hard

    to whiteout 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.

    Then, Ive set up the road surface (Fig.06).

    A simple Vray material, VrayDisplacement

    modifier, and we are good to go. I also added

    some reflections to the windows (using blend

    material, VrayMtl for the windows, and a b&w

    mask). Metal parts, like railings and lamp also

    use shiny, reflective VrayMtl.

  • Page 119www.3dcreativemag.com Issue 054 February 2010

    Environment Lighting: Outdoor Scene - Chapter 2: Sunrise / Sunset

    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 more-

    or 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.

  • Page 120www.3dcreativemag.com Issue 054 February 2010

    Outdoor Scene - Chapter 2: Sunrise / Sunset: Environment Lighting

    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).

  • Page 121www.3dcreativemag.com Issue 054 February 2010

    Environment Lighting: Outdoor Scene - Chapter 2: Sunrise / Sunset

    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?

  • Page 124www.3dcreativemag.com Issue 054 February 2010

    Outdoor Scene - Chapter 2: Sunrise / Sunset: Environment Lighting

    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).

  • Page 125www.3dcreativemag.com Issue 054 February 2010

    Environment Lighting: Outdoor Scene - Chapter 2: Sunrise / Sunset

    Yet another, quite big one, placed above the

    street, simulates the light coming from the

    sky (Fig.22) - but its not enough, so theres

    another, even bigger one above the camera,

    facing the scene, providing some fill light on the

    forward-facing parts (Fig.23). Using big area

    lights has some advantages you can add light

    coming from certain direction, but without sharp

    shadows, which would clutter the image, and

    without a very characteristic in CG, point/spot

    light distribution, which is not always desired.

    Besides, it works like a big softbox/bounce in

    real world, either in photography studio, or on

    a movie set. The downside is rendertime, and

    sometimes noise, if the sampling of the shadows

    is not good enough.

    Before final rendering, I tweaked the backlight

    above the roof a bit less saturation, bit more

    intensity, and rotated it a bit no big deal,

    really. Theres another problem here a light

    bleeding in the corner. To fix that, I could

    use higher quality Irradiance Maps, or try to

    use Detail Enhancement - at the expense of

    rendertime but as the image will be rendered

    in high resolution, the settings I have now,

    should be enough (at high resolutions, even

    the low Irradiance Map settings provide enough

    information to get a clean rendering). Actually,

    Ive lowered them even more, but that required

    some slight fixing to be done.

    What the scene lacks is some atmosphere I

    left that for the very end, for the postproduction

    stage. I rendered a Zdepth pass, and added

    slight fog in Photoshop (Fig.24), along with

    some other simple tweaks. - and the final image

    looks like (Fig.25).

    Seeing those two approaches, we can draw

    some conclusions. The automatic Sun/Sky

    system is a great starting point, and in some

    cases, its probably good enough by itself. But

    as good as it is, it is not always flexible enough,

    and some scenes will greatly benefit from few

    well placed additional lights and some will

    have to be lit mostly by hand which is not that

  • 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 SykutFor more from this artist visit:

    http://azazel.carbonmade.com/

    Or contact them:

    [email protected]

    - Free Scene & TexturesThis download includes the artist final scene set up + textures

  • - Free Scene & TexturesThis download includes the artist final scene set up + textures

    + v-ray

    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.

    Chapter 1 | January Issue 053Fog/Mist at Night-Time

    Chapter 2 | February Issue 054Sunrise/Sunset

    Chapter 3 | This IssueMoonlight

    Chapter 4 | Next IssueMidday Sun

    Chapter 5 | May Issue 057 Overcast

  • Page 123www.3dcreativemag.com Issue 055 March 2010

    Environment Lighting Outdoor Scene - Chapter 3: Moonlight

    Chapter 3 - MoonlightSoftware Used: 3ds Max + V-Ray

    Before placing a single light in a piece of 3d

    software, its good to spend a while, looking

    at the scene, and thinking, imagining a bit.

    The assignment is pretty clear moonlight

    is 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 as well is it supposed

    to look real, photo real, stylized? Finding some

    reference can suggest a few ideas, how to

    achieve our task. Its also good to think about

    technicals 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, thats not always a problem.

    Creating a moonlit scene can be tricky. There

    are few reasons for that:

    - We dont often see moonlight at work. Sure, full

    moon nights with clear sky are common enough,

    but light pollution is even more common. Street

    lamps and other man-made light sources are

    much stronger, and at night, its those that are

    most visible. Even in the countryside, youll most

    likely see a glow from the nearby city or village.

    So pure moonlight is a rare sight.

    - At night, human eye sees much less colors

    than film or digital sensor can see. Hence, what

    we see, and what we can photograph, can be

    two different things.

    - If we try to photograph a moonlit scene, and

    use long enough exposure time, well get an

    image looking almost like daylight, with tell-tale

    arcs left by stars, as the earth rotates. That kind

    of image, while it can be quite interesting, may

    not be instantly recognizable as moonlit night.

    - Well, its night, its dark we have to be careful,

    or the image will end up dim and low-contrast,

    with no depth and no colors. Not a very nice

    prospect.

    So what can we do to, if we need moonlight?

    Then same thing the filmmakers do, when

    shooting a night scene create the feeling, the

    impression of moonlit night, using some well

    known visual clues.

    - Color palette is crucial dark, often almost

    monochromatic, usually cool (most often in

    muted gray-blue hues, sometimes muted green

    shades as well), with few strong highlights.

    Saturation is usually quite low.

    - Key light is quite strong, but is usually placed

    at an angle, or even at the back strong back

    light is quite characteristic here. Having the

    moon in the frame nicely motivates said back

    light.

    - Also worth noting, such light will be at gazing

    angle to many surfaces in the scene, and will

    catch a strong highlight on the shiny ones.

    Special case of such surface is water it

    can reflect the moon in a really beautiful way,

    and, being very bright, can help balance the

    composition, acting as a visual counterweight

    to the bright moon face.

    - Shadows are important. The Moon usually

    produces sharp shadows, unless its covered

    by clouds, which can soften the shadows quite

    a bit.

    - Fill is quite weak, so by contrast, the highlights

    seem brighter. For characters, a warm fill might

    work well.

    - Atmosphere (fog, mist, smoke) can be very

    useful, allowing us to use silhouettes of the

    objects but its usage depends on the required

    mood. You can achieve quite striking images by

    working with silhouettes alone.

    When looking at a night scene, we kind of

    expect to find some of the above properties.

    We are used to them, by years of watching

    the movies or paintings (just take a look at

    nocturne paintings by Grimshaw or Turner -

    (Fig.01), compared to actual photos). And if we

    want our setting to be instantly recognizable,

    and visually attractive, its often good to keep

    them in mind.

    Now lets take a look at our scene (Fig.02). No

  • Page 124www.3dcreativemag.com Issue 055 March 2010

    Outdoor Scene - Chapter 3: Moonlight Environment Lighting

    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

    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

    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.

    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

  • Page 125www.3dcreativemag.com Issue 055 March 2010

    Environment Lighting Outdoor Scene - Chapter 3: Moonlight

    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).

  • 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 SykutFor more from this artist visit:

    http://azazel.carbonmade.com/

    Or contact them:

    [email protected]

    - Free Scene & TexturesThis download includes the artist final scene set up + textures

  • - Free Scene & TexturesThis download includes the artist final scene set up + textures

    + v-ray

    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.

    Chapter 1 | January Issue 053Fog/Mist at Night-Time

    Chapter 2 | February Issue 054Sunrise/Sunset

    Chapter 3 | March Issue 055Moonlight

    Chapter 4 | This IssueMidday Sun

    Chapter 5 | Next Issue Overcast

  • Page 103www.3dcreativemag.com Issue 056 April 2010

    Environment Lighting Outdoor Scene - Chapter 4: Midday Sun

    Chapter 4- Midday SunSoftware 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.

    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.

    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).

  • Page 104www.3dcreativemag.com Issue 056 April 2010

    Outdoor Scene - Chapter 4: Midday Sun Environment Lighting

    While this isnt probably the most physically

    correct way, it has some advantages. The way

    it works is it prevents over bright hotspots,

    and oversaturated color transitions. Its also

    very tolerant its really hard to whiteout 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

    also, 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 the

    main use I have for default, Linear Multiply, is

    rendering some additional passes, like masks.

    The scene needed some preparations adding

    Vray Displacement to the street surface, some

    reflections to the windows (using blend material,

    Vray Mtl for the windows, and a black & white

    mask). Metal parts, like railings and lamp also

    got a shiny reflective Vray Mtl.

    Before rendering anything I created

    VRayPhysicalCamera, so I could control the

    brightness of the scene in a more intuitive way

    (as I have a bit of photographic experience).

    The settings pictured on (Fig.04) took some

    trial and error to get them right generally, if the

    scene is more-or less built 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.

    Now its time to create the sun. Lets choose

    Vray Sun. The pop-up will appear, asking about

    adding Vray Sky in the Environment slot I hit

    OK, since Ill need it. Next I switched Vray Sky

    to manual sun node, and pointed the newly

    created Vray Sun as the sun node, and tweaked

    the parameters a bit (Fig.05). Decreased

    Turbidity means more blue sky, and adjusting

    the intensity allows me to tune the balance

    between sun and sky light.

    To position the sun, its good to display shadows

    in the viewport (Fig.06). That way I can see

    the shadows in real-time, and finding a nice

    composition is really fast. I chose to place the

    sun almost directly above the scene, so the road

    surface is brightly lit (Fig.07).

    If we look at the rendered image, we see that

    front facing walls are too bright, making the

  • Page 105www.3dcreativemag.com Issue 056 April 2010

    Environment Lighting Outdoor Scene - Chapter 4: Midday Sun

    image look flat. The easiest way to darken them

    is by placing an object invisible to the camera,

    to occlude some of the skylight (simulating the

    buildings at the other side of the street) (Fig.08).

    Now comes the time for final rendering and

    post-production. I already did some tests on a

    low-res preview which is something I really

    recommend doing. Its easy to spot problems,

    and fix them, before rendering the high-res, and

    wasting many hours if its wrong in some way.

    What I want to do is to add a bit more contrast,

    and shift the highlights towards green, and

    shadows towards magenta. I did it by using

    Curves in Photoshop, and shaped the curves

    for each of the R, G, and B channels separately,

    as well as the default RGB one. (Fig.09) shows

    the curve shapes. I did some other mostly

    localized adjustments, some highlight, some

    glow and grain, etc pretty standard fare. As

    an afterthought, I decreased the saturation of

    the yellow highlights a bit, to get slightly more

    neutral image. (Fig.10) shows the final image.

    For situations like this, the built-in Sun & Sky

    system works great, and saves a lot of time. Of

    course, there may be a need to supplement it

    with additional lights - but here, its just enough.

    Theres a caveat, though images done that

    way tend to look quite bland and similar to each

    other, so its good to customize the settings a

    bit, and do some post-production magic to add a

    personal touch treating the rendered image as

    a raw material rather than final image..

    Andrzej SykutFor more from this artist visit:

    http://azazel.carbonmade.com/

    Or contact them:

    [email protected]

    - Free Scene & TexturesThis download includes the artist final scene set up + textures


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