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Lighting Techniques in NX Render

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<strong>Light<strong>in</strong>g</strong> <strong>Techniques</strong> <strong>in</strong> <strong>NX</strong> <strong>Render</strong><br />

© Copyright LightWork Design Ltd 2005


Overview<br />

� Light types <strong>in</strong> UG<br />

� Shadows <strong>in</strong> UG<br />

� General light<strong>in</strong>g pr<strong>in</strong>ciples<br />

� 3 Po<strong>in</strong>t <strong>Light<strong>in</strong>g</strong> <strong>in</strong> <strong>NX</strong><br />

<strong>Render</strong><br />

� Creat<strong>in</strong>g a “photographic”<br />

light<strong>in</strong>g studio <strong>in</strong> <strong>NX</strong> render<br />

� How to approximate<br />

exterior light<strong>in</strong>g <strong>in</strong> <strong>NX</strong><br />

<strong>Render</strong><br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> <strong>Light<strong>in</strong>g</strong><br />

– Light Types<br />

Light Types available <strong>in</strong> <strong>NX</strong> <strong>Render</strong><br />

Spot<br />

Po<strong>in</strong>t<br />

© Copyright LightWork Design Ltd 2005<br />

Ambient<br />

Distant<br />

Eye<br />

View > Visualization > lights


<strong>Light<strong>in</strong>g</strong> - Spot<br />

Cone of light cast from a location <strong>in</strong> a specified<br />

direction<br />

�Location specified by “to” and “from” po<strong>in</strong>ts<br />

�Shadows can be cast<br />

�Highlight appearance can be controlled<br />

�Often used as primary light source<br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> - Spot Parameters<br />

Cone Angle - Def<strong>in</strong>es the extent of the highlight<br />

Delta Angle - bigger value/softer edge<br />

Beam Fall off - max to m<strong>in</strong> <strong>in</strong>tensity across the highlight<br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> - Spot Parameters<br />

Use Delta Angle to soften highlight edges<br />

Rapid Beam Fall-off can be too soft<br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> - Ambient<br />

Used to approximate reflected diffuse light <strong>in</strong> a<br />

scene<br />

�Colour and <strong>in</strong>tensity parameters<br />

�Independent of visibility, therefore no shadows<br />

�Adds colour value to each pixel<br />

�Effect can be controlled from material reflectance<br />

�Too high a value washes out images<br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> - Distant<br />

Parallel rays of light as if from a distant source<br />

�Location <strong>in</strong>dependent<br />

�Direction vector specified us<strong>in</strong>g to and from po<strong>in</strong>ts<br />

�Shadows can be cast<br />

�Used to simulate sunlight or as a secondary light<br />

source<br />

�Difficult to use with Showroom Environments and<br />

scenery when shadows are enabled<br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> - Po<strong>in</strong>t<br />

F<strong>in</strong>ite source emits light <strong>in</strong> all directions<br />

�Location specified<br />

�Can be localised us<strong>in</strong>g fall-off<br />

�Shadows can be cast<br />

� Generated <strong>in</strong> six directions – can be visually confus<strong>in</strong>g<br />

�Good for represent<strong>in</strong>g the form of complex surfaces<br />

�Ma<strong>in</strong>ly used<br />

© Copyright LightWork Design Ltd 2005<br />

� Simulat<strong>in</strong>g lightbulbs<br />

� Instead of ambient light for <strong>in</strong>teriors<br />

� For special effects<br />

� As secondary light sources


Shadows<br />

Shadows are used to<br />

�Def<strong>in</strong>e spatial relationships of<br />

objects<br />

�Give geometry a feel<strong>in</strong>g of<br />

weight<br />

�Add contrast<br />

�As a tool for composition<br />

© Copyright LightWork Design Ltd 2005


Shadows – Shadow Creation Methods<br />

Two forms of shadow creation<br />

Shadow maps<br />

� Pre process<strong>in</strong>g step<br />

Ray traced shadows<br />

� Performed at render time<br />

Visualization > Advanced Lights > More Options > Detail<br />

© Copyright LightWork Design Ltd 2005<br />

Shadow Map<br />

Raytraced


Shadows - Shadow Maps<br />

Pre-process<strong>in</strong>g step - renders depth<br />

<strong>in</strong>formation <strong>in</strong>to a buffer from the<br />

po<strong>in</strong>t of view of the light.<br />

This <strong>in</strong>formation is used at render<br />

time to create the shadow<br />

� Produces soft edged shadows<br />

� Softness can be controlled - Edges<br />

� Accuracy is dependent on the map<br />

resolution def<strong>in</strong>ed – Detail<br />

� Memory overhead for stor<strong>in</strong>g depth<br />

<strong>in</strong>formation<br />

© Copyright LightWork Design Ltd 2005


Shadows - Detail Parameter<br />

A common problem<br />

with shadow maps<br />

results from the<br />

resolution be<strong>in</strong>g too low<br />

© Copyright LightWork Design Ltd 2005


Shadows – Detail Parameter<br />

1. 3.<br />

2.<br />

Shadow Detail too coarse<br />

Same Detail – smaller cone angle<br />

© Copyright LightWork Design Ltd 2005<br />

4.<br />

Softness can make it worse<br />

Detail <strong>in</strong>creased


Shadows - Ray traced trace<br />

Raytrace shadows are computed on the fly<br />

� Produces hard edged shadows<br />

� No memory overhead<br />

� Highly accurate shadows from detailed<br />

geometry<br />

� Time overhead for trac<strong>in</strong>g rays<br />

� <strong>Render</strong> <strong>in</strong> Raytrace render mode to<br />

anti-alias the shadow edges<br />

© Copyright LightWork Design Ltd 2005


General pr<strong>in</strong>ciples – Modell<strong>in</strong>g with Light<br />

Aim of light<strong>in</strong>g is to convey 3D form <strong>in</strong> a 2D image<br />

Need to use a wide dynamic range<br />

Shadows can <strong>in</strong>crease contrast<br />

© Copyright LightWork Design Ltd 2005


General pr<strong>in</strong>ciples - High Key<br />

High Key light<strong>in</strong>g – Ma<strong>in</strong> areas of the image are light<br />

© Copyright LightWork Design Ltd 2005


General pr<strong>in</strong>ciples - Low Key<br />

Low Key light<strong>in</strong>g – predom<strong>in</strong>antly dark<br />

© Copyright LightWork Design Ltd 2005


Light Direction – Front<br />

� Flattens out the object<br />

� Flattens bump maps<br />

© Copyright LightWork Design Ltd 2005


Light Direction - Side<br />

� Shows form and<br />

texture<br />

� Shadows prom<strong>in</strong>ent<br />

© Copyright LightWork Design Ltd 2005


Light Direction - Back<br />

� Produces silhouettes<br />

� Can be used as rim<br />

lights<br />

� Shadows prom<strong>in</strong>ent<br />

© Copyright LightWork Design Ltd 2005


Light Direction - Top<br />

� Produces <strong>in</strong>tense<br />

shadow directly<br />

underneath the object<br />

� Good for mak<strong>in</strong>g<br />

objects appear to be<br />

on the base plane<br />

© Copyright LightWork Design Ltd 2005


Light Direction - Below<br />

Can be used at low level<br />

to approximate light<br />

bounc<strong>in</strong>g off a base<br />

plane<br />

© Copyright LightWork Design Ltd 2005


User def<strong>in</strong>ed Light Studios <strong>in</strong> <strong>NX</strong> <strong>Render</strong><br />

�Creat<strong>in</strong>g a default light studio other than the supplied default lights will<br />

produce better results<br />

�Provides a good basis to create a new light<strong>in</strong>g set-up<br />

�Save as a visualisation template to use with other parts<br />

© Copyright LightWork Design Ltd 2005<br />

LWK File<br />

Part<br />

Visualisation<br />

Template<br />

Part File<br />

Part File


<strong>Light<strong>in</strong>g</strong> techniques - 3 po<strong>in</strong>t light<strong>in</strong>g<br />

3 po<strong>in</strong>t light<strong>in</strong>g is a technique<br />

used by photographers and<br />

film makers. The same<br />

pr<strong>in</strong>ciples can be transferred<br />

to CG<br />

Ma<strong>in</strong> light<strong>in</strong>g comes<br />

from the side light.<br />

Called the key<br />

light.<br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> techniques - 3 po<strong>in</strong>t light<strong>in</strong>g<br />

Lower <strong>in</strong>tensity light<br />

from opposite side<br />

called the fill light<br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> techniques - 3 po<strong>in</strong>t light<strong>in</strong>g<br />

Backlight to illum<strong>in</strong>ate<br />

the “rim” of the<br />

objects<br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> techniques – 3 po<strong>in</strong>t light<strong>in</strong>g<br />

© Copyright LightWork Design Ltd 2005<br />

Comb<strong>in</strong>ed<br />

together


<strong>Light<strong>in</strong>g</strong> techniques - Photographic light<br />

Photographers use high <strong>in</strong>tensity diffuse sources for “product”<br />

shots<br />

Produce soft light and shadows<br />

Often use sh<strong>in</strong>y bases such as acrylic sheet underneath the subject<br />

to produce reflections – called acrylic shadows<br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> techniques - photographic light<br />

Flood reflector<br />

angled<br />

beh<strong>in</strong>d the subject<br />

subject<br />

table<br />

© Copyright LightWork Design Ltd 2005<br />

Camera/viewpo<strong>in</strong>t<br />

Reflect<strong>in</strong>g card<br />

front<br />

Reflect<strong>in</strong>g card<br />

left and right


Creat<strong>in</strong>g the studio <strong>in</strong> <strong>NX</strong> - Geometry<br />

Reflective (raytraced) objects need objects to reflect so create<br />

scenery geometry like the real light studio<br />

Create a base plane underneath the objects<br />

Create a plane for the area light above the objects<br />

Angle the plane (about 45 degrees)<br />

Create reflector planes left and right<br />

© Copyright LightWork Design Ltd 2005


Creat<strong>in</strong>g the studio <strong>in</strong> <strong>NX</strong><br />

Apply separate visualisation materials to:<br />

The area light<br />

� Colour 1 ,1, 1<br />

� Reflectance: constant<br />

Side reflectors<br />

� colour 0,0,0<br />

� Reflectance: constant<br />

the baseplane<br />

- Colour 1, 1, 1<br />

- Reflectance: matte<br />

© Copyright LightWork Design Ltd 2005


Creat<strong>in</strong>g the studio <strong>in</strong> <strong>NX</strong> - Lights<br />

Use an array of 9 spot lights parallel to each other to<br />

approximate the large area light<br />

Position beh<strong>in</strong>d the objects (relative to the view)<br />

Wide cone angle (120)<br />

Delta angle 0<br />

Beam falloff gradual<br />

Shadows on<br />

Detail Extra F<strong>in</strong>e<br />

Edges Hard<br />

Intensity low (0.15)<br />

© Copyright LightWork Design Ltd 2005


Creat<strong>in</strong>g the studio <strong>in</strong> <strong>NX</strong><br />

� Add 2 distant lights left and<br />

right po<strong>in</strong>t<strong>in</strong>g down at a<br />

shallow angle<br />

� Low <strong>in</strong>tensity (0.2)<br />

� No Shadows (scenery<br />

geometry would cast<br />

shadows)<br />

� Used to simulate reflected<br />

light<br />

© Copyright LightWork Design Ltd 2005


Creat<strong>in</strong>g the studio <strong>in</strong> <strong>NX</strong><br />

� Add a distant light at the front<br />

� Low <strong>in</strong>tensity (0.2)<br />

� Cast Shadows (no geometry<br />

<strong>in</strong> the way)<br />

� Used to simulate reflected<br />

light<br />

© Copyright LightWork Design Ltd 2005


Creat<strong>in</strong>g the studio <strong>in</strong> <strong>NX</strong><br />

<strong>Render</strong> <strong>in</strong> <strong>NX</strong><br />

Soft, extended<br />

shadows<br />

to the front<br />

© Copyright LightWork Design Ltd 2005<br />

Good<br />

render<strong>in</strong>g<br />

of form


Creat<strong>in</strong>g the studio <strong>in</strong> <strong>NX</strong> – Raytrace materials<br />

Apply a mirror reflectance to the base<br />

A raytrace material on the objects (polished gold)<br />

© Copyright LightWork Design Ltd 2005


Creat<strong>in</strong>g the studio <strong>in</strong> <strong>NX</strong><br />

� Set background to be<br />

ray cube<br />

� Primary shader is<br />

pla<strong>in</strong> white (the<br />

background <strong>in</strong> view)<br />

� Secondary is white<br />

(the background <strong>in</strong><br />

reflection)<br />

© Copyright LightWork Design Ltd 2005


Creat<strong>in</strong>g the studio <strong>in</strong> <strong>NX</strong><br />

Effect of the Raycube secondary<br />

sett<strong>in</strong>g<br />

Clouds Pla<strong>in</strong> - purple<br />

© Copyright LightWork Design Ltd 2005<br />

Graduated<br />

white to red


Creat<strong>in</strong>g the studio <strong>in</strong> <strong>NX</strong><br />

Effect of the side reflectors<br />

Set to black<br />

Reflectance - constant<br />

© Copyright LightWork Design Ltd 2005<br />

Graduated<br />

white to red


Creat<strong>in</strong>g a hemispherical light<br />

Distant lights are def<strong>in</strong>ed as a vector so this light studio will<br />

work <strong>in</strong>dependently of model size<br />

Illum<strong>in</strong>ation is constant from all directions around the model so<br />

it works well for animation and QTVR<br />

Save <strong>in</strong> a Visualisation Template for use on different models<br />

© Copyright LightWork Design Ltd 2005<br />

Approximation of a skylight<br />

us<strong>in</strong>g an array of distant lights


Creat<strong>in</strong>g a hemispherical light<br />

Position distant lights evenly across the surface of a virtual<br />

hemisphere (radius 1) po<strong>in</strong>t<strong>in</strong>g to the orig<strong>in</strong><br />

Check shadows on for each light<br />

Set the shadow softness to ultra soft<br />

Set the shadow detail to Standard<br />

Intensity required depends on number of lights<br />

– I used 17 lights with an <strong>in</strong>tensity of 0.2<br />

© Copyright LightWork Design Ltd 2005


Creat<strong>in</strong>g a hemispherical light<br />

The result is even<br />

illum<strong>in</strong>ation with<br />

very soft shadows<br />

as if from an<br />

extended light<br />

source such as the<br />

sky<br />

© Copyright LightWork Design Ltd 2005


Sett<strong>in</strong>g Light Colour<br />

There are colour temp values for real light sources<br />

widely available<br />

These can be converted to RGB<br />

BUT This does not take <strong>in</strong>to account adaption and<br />

will result <strong>in</strong> over-saturated colours<br />

© Copyright LightWork Design Ltd 2005


Light Colour<br />

These RGB<br />

values will<br />

produce a<br />

more realistic<br />

result<br />

© Copyright LightWork Design Ltd 2005<br />

Light Source<br />

Candle<br />

40W<br />

Tungsten<br />

100W<br />

Tungsten<br />

Halogen<br />

Carbon Arc<br />

High Noon<br />

Sun<br />

Direct<br />

Sunlight<br />

Overcast Sky<br />

Clear Blue<br />

Sky<br />

Kelv<strong>in</strong> temp<br />

1900<br />

2600<br />

2850<br />

3200<br />

5200<br />

5400<br />

6000<br />

7000<br />

20000<br />

RGB Values<br />

255, 147, 41<br />

255, 197, 143<br />

255, 214, 170<br />

255, 241, 224<br />

255, 250, 244<br />

255, 255, 251<br />

255, 255, 255<br />

201, 226, 255<br />

64, 156, 255<br />

Colour


Sett<strong>in</strong>g Light Colour<br />

Light Source<br />

Warm Fluorescent<br />

Standard Fluorescent<br />

Cool White Fluorescent<br />

© Copyright LightWork Design Ltd 2005<br />

RGB Values<br />

255, 244, 229<br />

244, 255, 250<br />

212, 235, 255<br />

Colour


Guidel<strong>in</strong>es for <strong>Light<strong>in</strong>g</strong><br />

Th<strong>in</strong>k of UG <strong>Render</strong> as a virtual<br />

photographic studio<br />

�If <strong>in</strong> doubt start with 3 po<strong>in</strong>t light<strong>in</strong>g<br />

�Create re-usable photographic<br />

studios <strong>in</strong> <strong>NX</strong> for specific effects<br />

�Soft light<strong>in</strong>g from extended sources<br />

can be approximated by us<strong>in</strong>g<br />

multiple standard lights<br />

�You will need to consider creat<strong>in</strong>g<br />

geometry around reflective objects<br />

© Copyright LightWork Design Ltd 2005


<strong>Light<strong>in</strong>g</strong> - Summary<br />

� Lots of lights soon become<br />

unmanageable so work<br />

with one light at a time<br />

dur<strong>in</strong>g set-up<br />

� Get as much contrast as<br />

possible <strong>in</strong> your images<br />

� Take ideas from real<br />

photographic light<strong>in</strong>g and<br />

photographs<br />

© Copyright LightWork Design Ltd 2005


Further <strong>in</strong>formation on light<strong>in</strong>g<br />

http://members.shaw.ca/jimht03/light.html<br />

http://www.itchy-animation.co.uk/light.htm<br />

© Copyright LightWork Design Ltd 2005

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