Job No: 11 Duration: 16H Job Title: Add Lighting Objective:: Project Module Ite/Cw/Syt
Job No: 11 Duration: 16H Job Title: Add Lighting Objective:: Project Module Ite/Cw/Syt
Objective:
• Type of lights
• Light properties
• Add target spotlight
• Add free spotlight
• Add target directional light
• Add free directional light
• Add Omni light
Introduction:
Lights are objects that simulate real lights such as household or office lamps, the light
instruments used in stage and film work, and the sun itself. Different kinds of light objects cast
light in different ways, emulating different kinds of real-world light sources.
When there are no lights in a scene, the scene is shaded or rendered with default lighting. You
add lights to give the scene a more realistic appearance. Lighting enhances the clarity and three-
dimensionality of a scene. In addition to general lighting effects, lights can be used to project
images.
Light objects replace the default lighting. As soon as you create a light, the default lighting is
turned off. If you delete all the lights in the scene, default lighting is turned back on. The default
lighting consists of two invisible lights: one is above and to the left of the scene, and the other is
below and to the right.
Types of lights:
3ds Max provides two types of lights: photometric and standard. All types are displayed in
viewports as light objects. They share many of the same parameters, including shadow
generators.
Photometric Lights
Photometric lights use photometric (light energy) values that enable you to more accurately
define lights as they would be in the real world. You can set their distribution, intensity, color
temperature, and other characteristics of real-world lights. You can also import specific
photometric files available from lighting manufacturers to design lighting based on commercially
available lights.
Standard Lights:
Standard lights are computer-based objects that simulate lights such as household or office
lamps, the light instruments used in stage and film work, and the sun itself. Different kinds of
light objects cast light in different ways, simulating different kinds of light sources. Unlike
photometric lights, Standard lights do not have physically-based intensity values.
Properties of light:
When you light a scene, it can be helpful to know how light naturally behaves.
When light rays strike a surface, the surface reflects them, or at least some of them, enabling us
to see the surface. The appearance of a surface depends on the light that strikes it combined with
the properties of the surface material, such as color, smoothness, and opacity.
Intensity
The intensity of light at its point of origin affects how brightly the light illuminates an object. A
dim light cast on a brightly colored object shows only dim colors.
Attenuation
In the real world, light diminishes over distance. Objects far from the light source appear darker;
objects near the source appear brighter. This effect is known as attenuation.
In nature, light attenuates at an inverse square rate. That is, its intensity diminishes in proportion
to the square of the distance from the light source. It is common for attenuation to be even
greater when light is dispersed by the atmosphere, especially when there are dust particles in the
The light an object reflects can illuminate other objects. The more light a surface reflects, the
more light it contributes to illuminating other objects in its environment.
Reflected light creates ambient light. Ambient light has a uniform intensity and is uniformly
diffuse. It has no discernible source and no discernible direction.
A. Direct light
B. Reflected light
Light colors are additive colors; the primary light colors are red, green, and blue (RGB). As
multiple colored lights mix together, the total light in the scene gets lighter and eventually turns
white.
Standard Lights:
Standard lights are computer-based objects that simulate lights such as household or office
lamps, the light instruments used in stage and film work, and the sun itself. Different kinds of
light objects cast light in different ways, simulating different kinds of real-world light sources.
Unlike photometric lights, standard lights do not have physically-based intensity values.
Target Spotlight:
A spotlight casts a focused beam of light like a flashlight, a follow spot in a theater, or a
headlight. A target spotlight uses a movable target object to aim the light.
2. On the main toolbar, turn on (Select And Move), or right-click the light and from the
quad menu, choose Move. Move the light to adjust its aim.
Because the spotlight is always aimed at its target, you can't rotate it about its local X or Y
axis. However, you can select and move the target object as well as the light itself. When you
move either the light or the target, the light's orientation changes so it always points at the
target.
NoteThe target’s distance from the light does not affect the attenuation or brightness of the
light.
The target, displayed as a small square, is often in the same area as objects that you want to
illuminate. It can be difficult to select it by clicking.
Free Spotlight:
A spotlight casts a focused beam of light like a flashlight, a follow spot in a theater, or a
headlight. Unlike a targeted spotlight, a Free Spot has no target object. You can move and rotate
the free spot to aim it in any direction.
You can adjust the light's direction with (Move) and (Rotate) or by using a Light
viewport.
5. Set the creation parameters.
2. Choose Lights.
The Lights submenu shows the name of each spotlight or directional light in the scene.
3. Choose the name of the light you want.
The viewport now shows the light's point of view. You can use the Light Viewport
Controls to adjust the light.
The default keyboard shortcut for switching to a Light viewport is $.
Directional lights cast parallel light rays in a single direction, as the sun does (for all practical
purposes) at the surface of the earth. Directional lights are primarily used to simulate sunlight.
You can adjust the color of the light and position and rotate the light in 3D space.
Because directional rays are parallel, directional lights have a beam in the shape of a circular or
rectangular prism instead of a "cone."
Directional lights cast parallel light rays in a single direction, as the sun does (for all practical
purposes) at the surface of the earth. Directional lights are primarily used to simulate sunlight.
You can adjust the color of the light and position and rotate the light in 3D space.
Unlike a targeted directional light, a Free Direct light has no target object. You can move and
rotate the light object to aim it in any direction.
A Free Direct light is used when you select a Standard sun in your Daylight system.
Because directional rays are parallel, directional lights have a beam in the shape of a circular or
rectangular prism instead of a "cone."
Omni Light:
An Omni light casts rays in all directions from a single source. Omni lights are useful for
adding "fill lighting" to your scene, or simulating point source lights.
Omni lights can cast shadows and projections. A single shadow-casting omni light is the
equivalent of six shadow-casting spotlights, pointing outward from the center.
When you set a map projected by an Omni light to be projected using the Spherical, Cylindrical,
or Shrink Wrap Environment coordinates, the map is projected in the same way as it would be
mapped to the environment. When you use the Screen Environment coordinates or Explicit Map
Channel Texture coordinates, six copies of the map are projected radially.