Friday, February 22, 2008

Artefact Two - Lighting (Part 1)

This second artefact will look at lighting in an interior scene. both interior lighting and exterior such as sunlight. The purpose for this artefact is to understand how lighting can make a 3D Visualised scene look more realistic, if it indeed does and also how this can be obtained.
The scene that has been created for this investigation has various surfaces such as a rug, glass table, rounded vases and a couch with pillows. The reason being for this is to see how versitle and effective lighting can be in 3D Studio Max and finally see if this 'realism' can be achieved. Below is the scene that has been created. Note there is no added light, only the default max lighting so renders can be seen.

The scene looks quite average and dull. You can see some basic shading such as the lower part of the couch where the light struggles to reach. However looking at this scene the first part of the investigation of light will be to create light outside the room peering in.

The next image shows where a spot light and a camera has been placed. The camera is placed and the renders will be processed throught the camera to remain consistant. The light created is a mr area spot light. The reason for this is that the renders will be used with a Mental Ray Renderer. The reason for using Mental Ray is that it is used in the industry today such as visualisation or film. This can be seen in 'The Matrix' and 'Poseidon'.


The spot light is has been placed just outside the room and is deirected through the window. Below is the scene without using metal ray to show why it is needed when using the mr spotlight. It is nearly pitch black.


The next step is to assign the Mental Ray Renderer.