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with
by S68
who, in the real word answers to the name of Stefano Selleri
www.selleri.org
selleri@det.unifi.it
12-03-2002
INTRODUCTION
Ok, folks, times for a 2nd tutorial. Paradox showed a vase
+ lamp scene with very cool soft light and shadows.
There was a intense exchange of messages and posts
between the two of us, Stonzy and darkelfv which lead to
many interesting results.
The tutorial will be divided into two section: Soft light Indoor and Soft light Outdoor.
Indoor
For directional light Indoor a single spot might be enough. In reality it isn't because light
never comes from a single point in space but from an object of finite dimension. Hence
you need an area casting light. Besides Radiosity, which is cool but slow, you can use a
series of spots correctly placed and oriented.
I'm talking of spots because I assume you would like to have shadows too, but any light
source is good.
Next step is to place it in the right place and rotates it so that the direction of incidence
suits your need.
Another tweak, to fake area light which comes from a finite distance, is to resort to an
UV sphere as a mesh. In top view add a UV sphere with not too many vertexes, say 12
segments and 12 rings.
In side view select all the vertexes but the last two rings and the bottom pole and delete
them (X KEY). Select the remaining node and constrain scale (S KEY, then press middle
All the sky diffuses light, so there is a small amount of light coming from each point of
the sky, but there is also the sun, unless sky is completely covered with clouds.
Result is interesting ad there is a sensation of light coming from every point of the
space, but no distinct shadow is present and general feeling is that of a gloomy cloudy
day.
So you can add a sun the way we did for Indoor light
(a disk coming from a cylinder is better here since
the sun is usually quite far away) Or we can think
something different.
For the lazy ones, once you are done with the half
iconsphere stuff you are done!
Conclusions
Happy Blending
Stefano