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Mastering
3D Studio MAX R3 |
Default Lighting
When you reset MAX, your scene includes some ambient light as a default
(so you can see and render a scene without having to create lights). To
have the default lighting include a key light and a fill light, part of
a standard lighting setup we will discuss later in this chapter, you need
to open the Viewport Configuration dialog box (Customize Ø
Viewport Configuration, or right-click the viewport label and choose Configure
from the shortcut menu), check Default Lighting, and choose 2 Lights.
As soon as you create a light, your scene will get darker, because the
default lighting is no longer used once you create a light in your scene.
You can toggle the default lights with your created lights in your active
viewport by pressing Ctrl+L.

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| TIP New to MAX
R3 is the option of adding the default lights to the scene. You need
to have the active viewport configured with default lighting of 2
Lights turned on; then select Views Ø
Add Default Light.
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Creating Light
Objects
MAX has different types of light objects to simulate different real-world
lighting effects. Each light object is comparable to a kind of lighting
encountered in the real world. There are important differences, however,
between a real light and a CG light. For one thing, unless you set an
attenuation (the lessening of the light as it travels), CG lights
go on forever at full intensity. Second, unless you tell a CG light to
cast shadows, it will continue shining through objects. Third, you can
never see CG lights in the render; you only see objects being lighted
by them. If you want to see the glare of a light into a camera, you have
to add a post-process glow or lens effect. Finally, with CG lights, you
can control exactly which objects receive illumination or shadow from
that light.
Omni
An Omni light is comparable to a light bulb suspended in midair from
a thin wire: it throws light in all directions from its center. A single
Omni is equivalent to six MAX spotlights arranged around one center, pointing
outward. Omni lights can cast shadows and can be attenuated at a distance.
They can also be mapped, as we will see later in the chapter.
Target Spot
Spotlights in MAX are like the spotlights you see in a Broadway theater.
They throw a cone of light, with beams originating in one point and fanning
outwards. Target Spots have two component objects: the light object and
the target object. The target, as we discussed in Chapter 7, is really
a dummy object that the light has been instructed to look at. The cone
of a Target Spot light will always point toward the target, no matter
where the target is placedeven outside the view. You can link a
light or its target to another object, so that light follows the object.
When you delete the Target Spots light, the target will be deleted
with it, but the two parts are technically separate objects.
Free Spot
The Free Spot light has a cone like the Target Spot light, but does not
have a Look At controller or a target. You can therefore animate it completely
freely, by rotating the light itself and changing its parameters in the
Modify tab, rather than by manipulating its target. A Free Spot will always
be created facing into the viewport in which you create it. For example,
a Free Spot created in the front view will shine toward the back until
you adjust it.
Target Direct
The Target Direct light also has a target, as its name suggests, but
generates a cylinder of parallel rays rather than a cone of light. Direct
light is good for simulating the sun, because the suns rays, from
a distant vantage point on Earth, seem parallel. Parallel rays will cast
different shadows than the rays of a cone, as can be seen in Figure 10.2,
where we have the same scene lit by target lights of the same intensity,
from the same distance, and at the same angle. Notice that the fall of
the light on the table and shape of the shadows around the object are
different based on the projection of the light. Subtle differences in
shadows can make the difference in believability of your scene.
FIGURE
10.2 Shadows cast by conical Spot light (top)
and parallel Direct light (bottom) of same intensity from same position
Free Direct
The Free Direct light is a directional light, with parallel rays, that
does not have a target. Like the Free Spot, it can be adjusted and manipulated
directly, rather than through the adjustment of a target object. While
Free Direct lights dont have target objects, they do have a Target
Distance setting in the Directional (or Spotlight) Parameters section
of the Modify tab. This determines the length of the light object.
Sunlight System
A Sunlight system, available in the Systems category of the Create tab,
is simply a Free Direct light along with a compass that allows you to
enter the physical location and the exact time of day and year to simulate
sunlight realistically for that location and time. The system and its
parameters, accessible through the Motion tab (or through Link Info on
the Hierarchy tab), are shown below.

Adjusting
Lights in the Light Viewport
As we covered in Chapter 3, lights can be adjusted through the use of
the light view. If you have a spot or directional light selected, Shift+4
will allow you to look through the light in the viewport and position
and rotate the light with the light viewport controls. If you have multiple
spots or directional lights in the scene, but dont have any of them
selected, Shift+4 calls up a dialog box that gives you the opportunity
to select which light to look through in the viewport.
| The Roll tool allows you to rotate the
light along the line of the light (its Z axis). The Pan tool on a
target light allows you to rotate the lights target around the
light.
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| On a free light, Pan rotates the light
in place, without changing its position. The Pan tool rotates the
light as you would spin a top.
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| The Orbit tool on a target light rotates
the light around its target. On a free light, Orbit rotates the light
around the end of the light object, set in the Target Distance parameter
of free lights.
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| TIP To constrain Pan or
Orbit to one axis of rotation, hold the Shift key while rotating.
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© 2000, Frol (selection,
edition, publication)
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