For tutorial four, we looked at different lighting techniques within 3ds. To place a light in the scene, select lights from the create panel and then standard (instead of photometric). There are then a number of lights that can be used to set up a scene differently. Each of the lights do different things, for example the target spot lights a specific target that is set. The skylight emits general light around the area it is placed. The first picture shows the target spot.
(The light is being emitted from one side, casting shadows. Because the render background is black, the shadows disappear into the background only showing the part of the scene that is lit.)
The second model here shows an experimentation of lighting and materials. First of all some shapes were created along with a box made of 4 individual walls and a roof. The front panel was set to be glass (material editor, maps, refraction, raytrace). The sphere model in the box is also set to be glass. The back wall is set to be chrome (material, maps, reflection, raytrace), along with the teapots. The light reflects the materials onto the back wall and the floor, you can also see reflections in the teapots. There is also a skylight in the middle of the box. All in all an interesting result!
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