This tutorial is based on the work of John Kahrs, Lighting for
Computer Graphics, Pixel Cinematography Course notes, Siggraph '96
Object files made by Maria Palazzi
Remember that when we render the software doesn't calculate bounced lighting. So we must account for this in other ways. Using Ambient Light an effective way of simulating the reflected light you see in real life. So what kind of lighting set up would you need to create the lighting situation shown in the image below?
start with a localized spot light and notice that the spot
gives you the lighting on the floor and bottom of the figures but there
is no light reaching the subjects outside of the spot. Think about what
would happen in real life once the light hit the
floor.........................
If we turn off the spot light and insert an ambient light behind the
cone and in front of the figures we can simulate that bouncing light.
In this case it would bounce back up onto the objects in the scene and
even hit some of the back wall
Now turn the localized spot back on with the ambient light.
To get a less even lighting across the back wall, try adding a ramp
texture to the shader to suggest a lighter area in the middle of the
wall directly behind the localized spot
Assignment description:
This tutorial will introduce the student to the use of ambient
lighting in a scene with a localized lighting source.
Students will download the provided Maya or Studio scene
file which contains the models without lights. All of the shaders for
models are provided in the file except the ramp shader for the walls.
The correct camera angle which is the current perspective camera.
Students will create a lighting model that takes into consideration all
light sources and reflected light that appear in the provided scene.
This project will result in the creation of still images which display
a defined lighting situations.
Technical Requirements: