Ensure that you have downloaded all the dataset files from your course Resources, and that they are extracted to the route of your C: drive.
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1 Lights and Cameras Before you begin Ensure that you have downloaded all the dataset files from your course Resources, and that they are extracted to the route of your C: drive. In this exercise, you will create a Flange from various parametric objects by combining a number of Boolean tool Operands. 1. Open the file Lights and Cameras.max. The basic scene consists of a small room, containing some furniture. The ceiling object is hidden for now. 2. Go to the Create panel and in the Lights tab choose the Standard light list. In the Object Type rollout select Omni. 3. In the Top viewport click and place the Omni light near the center of the room. 1
2 4. Right Mouse Button (RMB) click on the Select and Move tool and apply the following Absolute:World values: The Omni light is placed to one side of the room. 5. With the Omni still selected, go to the Modify panel and in the General Parameters rollout apply the following: Shadows: On. Shadow Type: Ray Traced Shadows 6. In the Intensity/Color/Attenuation rollout set the following Multiplier and Far Attenuation values: 2
3 7. Click on the color swatch next to the Multiplier spinner and in the Color Selector set the following RGB color values: This will give the Omni light a slight yellowish tint. 8. Hold the Shift key and move the Omni light in the Y-axis to create an Instance clone. Position the new Omni light at the following Absolute:World coordinates: Two identical Omni lights are now placed in the room. 9. Activate the Perspective viewport and press F9 to Render the scene. 3
4 10. From the Lights menu, select the Target Direct light. 11. In the Front viewport, click to position the light above and to the left of the room, and drag the target towards the center of the room. 12. Select the Direct Light object and position at the following Absolute:World coordinates: 4
5 13. Select the lights Target object and position: 5
6 14. With the Target Direct light selected go to the Modify panel and in the General Parameters rollout apply the following: 15. In the Intensity/Color/Attenuation rollout set parameters to match below: 16. In the Directional Parameters set the following: 6
7 17. At any time feel free to Render (F9) the scene to see the current state of lighting effects. In this particular lighting setup, the Omni lights are only acting as fill lights, so as to add additional ambient light into the room. They are not representing lights objects that are placed in the scene. Currently they are casting unwanted shadows. 18. Select one of the Onmi lights and in the General Parameters rollout disable the Shadow option. The shadows cast by these lights are removed. 19. In the Top view, place a Free Spot near the light shade bracket object. Use the other viewports to help position the Spot just inside the light shade object. 7
8 20. In the General Parameters rollout set the following, making sure to apply the Targeted option: 21. In the Intensity/Color/Attenuation rollout, set the following: 22. In the Spotlight Parameters set the following: 8
9 23. Select the spotlight Target object and in the Left viewport move it back slightly past the wall so that the spotlight points towards the wall mounted painting. 24. Select both the Spot and its Target. Create an Instance clone and position it at the second light shade above the other picture. 25. Unhide the Ceiling object. 9
10 26. On the Create panel, go to the Cameras tab, and select the Target tool. 27. In the Top viewport, click to place the camera object near the lower right corner of the room, and drag to position the target towards the opposite wall. 28. Select the Camera object and position: 10
11 29. Then select the camera Target object and position: 30. Make the Perspective viewport active and press C to switch to the new Camera View. The Field of View is a little narrow. 31. Select the Camera object and in the Modify panel set the FOV parameter to 65 degrees. 11
12 32. Render (F9) the scene. Whilst the lighting in the room is beginning to look OK, outside the environment is completely black, and not consistent with the direct sun light cast through the window. 12
13 33. From the Rendering pull-down menu choose the Environment (8) option. 34. The Environment and Effects dialog appears. In the Common Parameters rollout, select the Environment Map (None) button. 35. In the Material/Map browser choose the Bitmap option, and select OK. 36. Navigate to the dataset files from your course Resources, and select the image file EnvironmentMap.jpg. 13
14 37. With the Environment and Effects dialog still active, open the Compact Material Editor (M). Drag the Environment Map button into an available material Sample window, and in the Instance (Copy) dialog choose Instance and click OK. 38. In the Coordinates rollout of the Bitmap parameters, change the Mapping type to Screen, and set the Offset V value to Render (F9) the Camera view. 14
15 The environment outside the window appears more realistic. The final rendered image aspect ratio could do with some improvement. 40. Open the Render Settings (F10) dialog. In the Output Size area set the Custom size to Width: 800 and Height:
16 41. Render (F9) the scene. Feel free to further develop the scene lighting and materials. Add and position additional lights, and experiment further with Multiplier, Attenuation, and Color values to create various lighting moods. 16
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