Maya Lighting Task

The 6 Light Sources

Ambient

It is useful for simulating a combination of direct and indirect lighting.

Brightens all parts of the scene uniformly.

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Directional

Even illumination of a scene using parallel rays of light.

useful for extremely far away sources, like sunlight.

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Point

Light radiates in all direction from a single point, it is ideal for Omni-directional sources, like a lightbulb.

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Spot

creates a cone of light in one direction, useful for beams of light, like a flashlight or a lighthouse.

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Area 

2D rectangular light sources, it is useful for windows and ceiling lights, but the more area lights you have, the longer it will take to render.

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Volume

Light fills a 3D shape (sphere, cylinder, etc)

it is useful for a visual representation of the extent of the light.

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Three-point lighting

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Key light

the main source illuminating the subject.

 

Secondary light

(fill) highlights details of the object.

 

Backlight

Distinguishes the object from the background.

 

 

Attributes of light

 

Intensity

How much light emitted from the light source.

 

Fall off/decay

How much light diminishes from the source light (fall-off).

 

Cone angle

width of the lights cone of influence – area outside cone is not illuminated.

 

Penumbra Angle

Fall off at the edge cone of angle – gives a softer edge to the light source.

 

Drop-off

how much the light diminishes at the outer edges.

 

Colour

set an RGB colour for the light – affects the colour of the scene.

 

Light Controls

The aim from/ aim at

 

fall-off rate

 

cone radius

 

penumbra/umbra control

 

non-linear fall off

 

all in one control

 

 

Good ways to use lights

 

look to photographers for good techniques

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think in terms of balance

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look at natural lighting 

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avoid overly dramatic lights

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avoid saturated lights and hues

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normally only need a few lights

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avoid disco colours and effects

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Shadows

 

Hard shadows

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Soft shadows

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Fall out

Acts light a colour gradient, the shadow becomes lighter at the top of the object.

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Shading

Every time you create a 3D object, you need to assign the right shaders, to make it look how you want it to.  Materials and textures also fall under this term.

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Hypershade

The Hypershade is the central working area of Maya rendering, where you can build shading networks by creating, editing, and connecting rendering nodes, such as textures, materials, lights, rendering utilities, and special effects.

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Lambert

Default, matte material.  Here’s a D20 die I modelled in Maya.

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Blin

Metallic material.  Here’s a flip lighter I modelled in Maya.

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Phong

Phong is a material (shader) that represents glassy or glossy surfaces (such as car mouldings, telephones, bathroom fittings) with a hard specular highlight.  Here’s a sphere I made in Maya.

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