Exterior vs Interior Exterior Sunlight. Mostly direct light. Indirect light important Interior Both direct and indirect.

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Week 5 Lighting Lighting Concepts Direct vs Indirect Direct Light (strikes surface directly) Indirect Light (reflected from another surface) Exterior vs Interior Exterior Sunlight. Mostly direct light. Indirect light important Interior Both direct and indirect. Indirect critical Types of 3ds MAX Light objects Photometric Physically based lights Standard - Non-physical, "artistic" lights. Sun Systems Allows placing and orienting of Sun and Skylight Exposure Control Intermediate between light levels and rendered image Physical Camera Exposure control managed by Physical Camera Others Non-physical (Target/Free) Cameras, managed globally Cameras Physical (real camera). Target and Free (non-physically based) Two objects - Camera and Target. Use transform &/or align to position Camera Viewport Dolly Moves camera toward/away from target along axis Orbit - Moves camera in sphere around target. Distance fixed. Truck Pan command. Also can use mouse wheel (drag) Lens - Focal Length: Wide - <50mm Telephoto - >50mm Exposure - Adjusts amount of light to enter lens Target - Exposure Value (EV = -100 to +100, default 6) More intense light needs a larger EV (Large EV=Squint) Interior = 9-10, Exterior = 14-15 Recommended: Adjust EV ± 1 at a time. Manual - Camera Settings

Exterior Lighting Sunlight mechanisms: Compass Rose Non-renderable helper object. Defines North Light object - Sunlight (direct) + Skylight (indirect). 1. Sun Positioner (direct+indirect) - ART renderer only Compass Rose Non-renderable helper object. Defines North 1. Click to place center of compass rose. 2. Rotate to orient north. Click to set. Light Move mouse up (or down) for distance. Click to set. Display North Offset Rotates compass Sun Distance Distance from model (compass) Sun Position Date & Time Time (daylight savings or not) and Day/Month/Year Location on Earth Click on City Name to access map or Latitude/Longitude Manual Use Move transform to position sun Environment Physical Sun & Sky Environment. Automatically assigned when Sun Positioner placed Must be active for Sun Positioner to work 2. Others - Systems category 1. Daylight Best used with non-art Renderers Click to place center of compass rose. North defaults to up. Move mouse up (or down) for sun distance. Click to set. Position parameters (motion tab) Time - H:M:S, Date Location - Where Scale - How far away Light parameters (modify tab) 2. Sunlight ( Systems category) Older, non-photometric sun system

Interior Lighting Must use Photometric Lights Target Light Positionable target Free Light No target object. For perpendicular lights (vertical or horizontal) : 1. Templates Use with caution 2. General - Light Properties On/Off Shadows Ray Traced - Crisp, accurate (recognizes transparency) Shadow Maps - Soft, less accurate (no transparency) Distribution - How light radiates from source Uniform Spherical - "ball" Uniform Diffuse - "hemisphere" Spotlight - "cone" Photometric Web - External, IES file required. Additional roll-out 3. Intensity/Color/Attenuation Color - (Warm<3200K, Cool>4000K). D65 - "true daylight" (6500K) Intensity Light energy (IES file will set) Candelas (cd)- Energy in a single direction Lumens (lm) - Energy in all directions (100 watt bulb - 1750 lm) Incandescent - 10-17 lm/watt Fluorescent - 35-100 lm/watt Halogen - 12-36 lm/watt Lux at (lx) - Energy at a certain distance Dimming Lowers (or raises) intensity without adjusting intensity value 4. Shape/Area Shadows. IES file may set. Can adjust Simple - Point (single point), Line (fluorescent tube) Areas - Rectangle (Diffused panel, i.e. 4x2), Disk (radius) Volumes Sphere, Cylinder Rendering Will make selected shape (and dimensions) glow

Physical Material - Emission (Glow) Casts light energy from material Amount/Color Glow color. Amount, 0 = Base Color, 1 = Emission Color Luminance Physical Units (Candelas see above) Standard Lights - Non Reality, artistic lights Directional lights - ONE direction (spot & direct) Omni-directional - ALL directions (omni) 1. General Shadows Ray-Traced - Crisp, Transparency Shadow Maps - Soft, Opaque Shadow General. Color/Density Exclusions/Inclusion 2. Intensity Color/Multiplier - "Blue" for night shadows Attenuation - Decay ("Real"). Attenuation ("User") More control 3. Spotlight Hotspot/Falloff Overshoot Circle/Rectangle (Aspect) 4. Advanced Effects Projector Maps [Stained glass or shadows (negative multiplier)] 5. Shadow - Color 6. "Specific" Shadow Ray Traced - Ray Bias Shadow Map - Sample Range (Higher means softer) Rendering Control (Object Properties) - Shadows, Cast vs Received

Week 5 - Lighting (cont ) Environment Volume Lighting Adds particulates Added to the light(s). Different lights can have different effects. Fog color Density Start small (1 or 2) Filter shadows shadow maps work best Noise On, Amount (size). Phase can animate Fire Effect - Requires Atmospheric Apparatus Gizmo Tendril Vertical Fireball Spherical Phase animates Volumetric Fog - Fog in a box. Requires Atmospheric Apparatus Gizmo Fog Standard Fog Camera based Layered Fog Tied to model (Top & Bottom heights)