As part of achieving an overall understanding of
lighting I naturally wanted my initial experiments to be just focused on
fundamentals. For this week my goal was to explore the effects of the six Maya
lights and how they worked uniquely within the program. As A bonus I also
looked into some specialised lighting attributes. The outcome of the actual
goal was to hopefully help me get a better understanding of lights, and how I
could best use them to build an environmental light rig.
In preparation I checked out a DVD on lighting
effects. From it I was able to drag out certain aspects of lighting attributes
that I had not thought of. This included the knowledge of caustics, producing
unique shadows from light mapping and optical effects (ie, lens flare). I also
learnt about IPR Rendering.
METHOD
The main focus on producing accurate
results for the testing was to create a control scenario. My original intention
was to use both the Environmental Park and Refinery in order to use for the
testing. The problem with this was mainly the Ludacris nature of using an
entire environment to get the effects on one light. The space may have not
given an accurate result and could have been hard to read. This being said I
never actually allowed myself time to test this, but was already happy with the
testing area I created. Though in all future experiments the actual control
environments will be used.
Default Lighting
Part 1
The Control environment I used to
host the lighting was a simple inversed cube. The lights used would always be
set up in the same position unless otherwise (ie, volume light). Each light
would emit against a corner area and show 3 examples with different
attributes.
RESULTS
The following information is derived
from subjective observations and read information.
Ambient – This felt like an
extremely tinted light source that filled everything evenly. It had a sense
that it could control the overall visibility of an environment and possibly the
temperature as well. Ambient shade gave a strong sense of an AO like effect and
adding appealing contrast.
Directional – Did not really have
that many adjustable attributes and might seem limited in terms of use by
itself. With the combination physical sun and sky the directional light
produces new attributes to help it become more controlled and varied.
Point – Having a light source that
can produce light from within a center point can probably be used for
artificial light sources and for creative lighting. The distance for a point
light isn’t that limited. Having decay helps remove distant Omni lighting that
would give similar effect to an ambient light.
Spot – Spot lights can help
highlight particular areas and bring out a focal point. The cone angle adjusts
the size of the circular light shape. Penumbra effects the edge softness of the
light shape. Drop off effects the decay of the light shape.
Area – Projects a 2D light shape
depending on the size and shape of the light. Has a strong drop off that
requires a higher intensity for visibility.
Volume – Produces soft light
depending on the scale and shape. The penumbra can be directly manipulated via
liner and quadratic graphs. This allows the fall off and edge softness to be
more controllable.
Part 2
This part of the experiment will
focus more on the extra effects that are produced within light attributes. As a
control for this the same cube will be used and a spot light will be
demonstrating the effects (unless otherwise). To also get a sense of a scene, primitives
have been placed. The actual details of the lights attributes (the controlled
ones) can be seen in Light Chart 2.
RESULTS
The following information is derived from
subjective observations and read information.
Area Light – Produces appealing
lighting and shadows. Dependant on the amount of high and low samples. Shadow
mapping can also be altered with its sampling adjusted. More in depth research
probably needs to be applied here as technical understand of light and sampling
seems to be its focus. Also takes a bit of effort to render as increased
sampling increases render time.
Light Effects – Used to create
different kinds of optical effects that are the subject of lens
reflection/refraction (i.e. lens flare). Is produced by having a point light on
camera and set to have ‘illuminates by default’ turned off. More of an effect
that can come into play with establishing time of day with environments.
Extremely customisable to appropriate with the kind of camera that might be
used. For some reason it only works in Maya renderer and not Mental ray.
Light Mapping – Simply applying a
file onto the light map. Can create interesting shadow effects as well as
caustic effects.
Overall the main things that were
leant was the breakdown of light attributes and how certain lights effect areas
differently. With the understanding of this information more effective and educated
decisions can be made in development of environmental lighting rigs. There have
been a few things during this experiment (i.e., area lights) that I have had
some uncertainty about. However I going strive to continue to pick up other
light features that I may not have figured out.
References
Hackett, D. (2012). Area Lights 101. [Online] Available
http://elementalray.wordpress.com/2012/03/19/area-lights-101/
[October 16th 2013]
Naas, P. (2010). Maya Light Types. [Online] Available
http://www.paulnaas.com/canada/mart421/handouts/lights.pdf
[March 31st 2010]
Splicer, M. (2012). Lighting in Maya. [Online] Available
http://www.cse.ohio-state.edu/~parent/classes/682/WI12/TechReports/lighting.pdf
[January 24th 2012]
Multimedia
Rendering 3: Light Effects [DVD]. (2004). Holywood,CA: Gnomon Workshop.
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