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Basic properties of light:
1. The relationship between light intensity and distance to the light source is according to the inverse square law. The inverse square consciousness is that if point b is at a distance from the light source, point a.
, then point B receives one-fourth the intensity of the light at point A.
2. Direction According to the relationship between the light source and the object, the position of the light source can be divided into four basic types:
1. Front light. Amateur photographers say that "the photographer has his back to the sun" is a type of lighting, in which the frontal light can produce an image without a shadow, and the result is an image that lacks tonal layers. Since depth and shape are represented by the same arrangement of light and shadow, the frontal light often produces the two-dimensional feeling of a flat plate, which is often referred to as flat light.
degree side light. This light produces a good arrangement of light and shadow, there is no question of who overpowers whom, and there is a rich shadow tone in the form, highlighting the depth and producing a three-dimensional effect.
degree side light. It is dramatic lighting that accentuates the strong contrast between light and dark, the shadows are slender and expressive, and the edge structure is very pronounced, this lighting is sometimes called "texture lighting".
4. Backlight. When the light comes from behind the subject and is facing the camera, it is backlit, and the backlight is used to present the dark silhouette of the subject in front of a bright background, which is both simple and expressive.
3. Color lighting includes natural lighting and artificial lighting.
gi。(Please check the information for the establishment of GI, I will not introduce it here).
2. Artificial lighting: How to arrange the lighting of the studio: 1. Place the main light
This is the key light, put him in **? It mainly depends on what effect is sought, but it is usually put aside to the light at a 45-degree angle to the subject, usually higher than the camera, 2. Add fill light The main light casts a deep dark shadow, and the fill light ——— add some light to the shadow, so that the shadow west can also be expressed, and it cannot make him equal to or exceed the main light, so as not to cause two incompatible shadows - high light images, so the intensity of the fill light must be small, as shown in the following figure: the fill light must be weaker than the main light, so that the factor generated by the main light will not be offset by the fill light, (We can do this by reducing the intensity of the light) In the last step, you can also add a lamp and place a light behind the subject to separate the subject from the background.
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The lights move with me, and I can hit them as much as I want.
Experience is accumulative, and it's not something you can understand by watching a tutorial or two.
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The default lighting of 3D is still VR lighting, let's be clear!
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Read more tutorials, operate more, distinguish the types of lights, what kinds of lights are used for, and when to use them to sort out.
After getting familiar with the normal lighting, take a look at the vray lighting.
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There are a lot of tutorials in the ,,, of the Mars Times Network,,, this is the setting of vray,,, there are many others,,It's very complete,,See for yourself。
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There are many kinds of lights in dmax, here take the table lamp light as an example, first turn on 3dmax, click on this icon in the picture.
2. Select "Free Spotlight" in the object type
3. Turn on a model of a desk lamp and add lights.
4. Then adjust the color, multiplication, attenuation and other parameters of the light.
5. After confirmation, you can see that the lighting of the table lamp has been successfully completed.
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After the 3DMAX software indoor model is made, how to make the indoor lighting more realistic? In this article, I will share with you the skills of 3DMAX software indoor VR lighting play, interested friends and model cloud I will take a look, five steps to teach you to learn lighting skills.
Steps. 1. Click the option in the 3DMAX software: double-sided: click on this to illuminate both sides, invisible: check the 3DMAX light itself is not visible, usually checked.
Steps. 2. Ignore the light normal: click to indicate that the closer to the light, the stronger the illumination, the farther away from the 3dmax light, the stronger the illumination, which will have an excessive effect, and the effect after the indoor lighting is as follows.
Steps. 3. If 3dmax does not select no attenuation, the light will be stronger, and you can usually keep the default without clicking. If you check it, you will find that the above intensity is invalid, and the 3dmax light intensity is affected by the environment and stored in the glow map.
If checked, the speed of the photon file will decrease when it is calculated, but the speed of the plot will increase at the end.
Step 4: 3dmax diffuse effect: If it is canceled, it is equivalent to turning off the switch of the 3dmax light, and affecting the mirror surface: if it is canceled, it will not produce highlights on the surface of the object.
Steps. 5. Sampling subdivision: This value is used to control the surface color and noise after 3DMAX indoor lighting, usually the larger this value, the less noise, and the shadow offset: usually it can also be kept as default.
The above five steps are about the skills of how to play indoor lighting in 3DMAX software, and I hope the sharing of this article can help you. If you want to learn more about the sharing of 3DMAX software lighting play, you can click: 3DMAX Indoor Bedroom Scene Lighting Layout Skills and Tutorial.
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1. First, open 3DMax and select "New Empty Scene".
2. Then click "Create", select the geometry you like in the "Geometry" option to make materials, and <>
3. Under the "Create" option, select "Light" and select the "Light" type from the drop-down list.
4. Click to select the Zhu light you want and create it with the mouse.
5. Complete the renderings.
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1. Turn on 3DMAX, and click [Create] on the right side - Light.
2. Click the light [Type] and choose to create a flat or stereo light source.
3. Determine the type of light, hold down the [Left Mouse Button], and place the light in a suitable position. Two lights are yellow, and two lights are black.
4. Press [Shift+Q] to render. There are two lights that are not shown.
5. Go back to the modeling page, select the [Black] light, and check the [General] setting bar on the right, and check [On].
6. Turn on all lights, and the lights will be displayed as [yellow].
7. Turn on the lights, press [shift+q] to render, and all lights will be displayed.
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Place the lights at the real light position, render them with the global renderer, and adjust the light parameters and renderer parameters through sample testing until they meet the requirements. The details are as follows:
There are no more than 3 types of light placement: skylight, surface light source, point light source, for our common light source, parameter mediation here is difficult to explain each parameter in detail, it is recommended to take a look at the online teaching, as for a few volume lights, only need to adjust the brightness and color, such as neon.
At present, the mainstream renderers are global rendering, which has a great impact on the lighting, such as **, skylight value, etc., and its effect depends on the renderer for 40%, and some renderers contain skylight and HDR skylight. If you are not using global rendering, such as scanline rendering, you need to have a certain understanding of light and shadow, and the complexity of lighting will be skipped here. The renderer has a lot of content, so it is recommended to learn it in the Martian era.
Because the knowledge of lighting is more based on experience, there are no fixed parameters to rely on, so the fastest way to learn is to understand an experienced MAX work, through more tests to understand the change of effect, than only learning parameter theory, if there are specific questions can be specific to the communication.
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My personal habit is to set up lighting according to the real scene, mainly indoor lighting (VR lamp simulation light strip, surface light, WAN analog spotlight for advanced light), and auxiliary outdoor ceiling and sunlight depending on the scene situation mainly for effect.
If it is really an enclosed space, use VR lights to set up the light.
When lighting the overall consideration of the light source of the warm and cold attributes, so that the lighting has a sense of hierarchy, the renderings will be more beautiful, in short, think more about yourself, observe the actual lighting effect, know in your heart, lighting is not a difficult thing.
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After playing with vray, it will look better when you use the web with special lighting effects.
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What kind of lights do you want to play? Vray is still fluorescent.
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Create a vraylight with vray, select mesh as the light type, and then pick up the mesh light to the bulb, and the bulb will glow.
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Lighting up, in fact, to refer to real life, real life generally has a cold light source (
bluish) and warm light sources (yellowish). That's how it should be when headlights. The cold light source is used for the outdoor light source, and the warm light source is used for the indoor light.
The headlights can also be taken in three steps, the first step is to turn on the outdoor lights first, and at the same time set the rendering environment. Then there is the indoor main light, and then the supplementary light, the difficulty is in the supplementary light, which requires experience. This is the light I played, you can refer to it.
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This depends on the occasion and there is no universal standard.
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The problem is more extensive, and generally I use global light or 3 lights.
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