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Mastering
3D Studio MAX R3 |
Adjusting
Lights with the Place Highlight Tool
| The Place Highlight tool (a flyout of
the Align tool on the Main Toolbar) allows you to position a light
by telling it where you would like a highlight to fall on an object.
Lets try it:
- 1. Reset MAX.
- 2. Create a sphere.
- 3. Create a free spotlight (Create Ø
Lights Ø Free Spot).
- 4. Select the spotlight and select the Place
Highlight tool. You should get a cursor that looks like the tools
icon.
- 5. Drag the cursor across the surface of the
sphere. The light is moved and rotated to place the highlight
at that position.
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Using the
Light Lister
| The Light Lister, new to MAX R3, allows
you to change settings for individual lights in one place as well as
to make global changes to all your lights. To bring up the Light Lister,
click the Launch Light List button on the Lights & Camera Tab on
the Shelf Area.
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The Light Lister dialog box, shown in Figure 10.3, shows you every light
in your scene, allowing you to select each light, turn it on and off,
change the color or multiplier, turn its shadows on or off, and choose
the parameters of its shadowsall from one place. In the Global Settings
rollout, you can change these same settings and then click Set All Lights
to apply the settings to every light in the scene. You can add additional
tint and intensity to all your light objects through the Global Tint and
Global Level settings. The Ambient color swatch controls the overall ambient
lighting of the scene, affecting the ambient color of all your objects.
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| WARNING Be careful
about changing the Ambient light color. You can lose contrast and
easily wash out your entire scene this way.
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FIGURE
10.3 The Light Lister controls every light in
your scene.
Saving Your
Colors to a Clipboard
It is important to remember that the colors of your materials interact
with your lighting. A colored light will shift your material colors far
from the colors you originally chose, for example. Keeping this in mind,
we have a very handy feature available in MAX for copying colors from
a rendered image or a color swatch in the interface to other swatches.
Its called the Color Clipboard and is accessible from the Utility
tab.
- 1. Reset MAX.
- 2. Open your narwhale file from Chapter 5, or load
ST_narwhale_7.max from the Chapter 5 folder on the CD.
(You can use any image for this exercise.)
| 3. Right-click the perspective
viewport. Render an image by clicking the Render Scene button. Choose
Single, 320x240, and click Render.
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- 4. Right-click the image to get the eyedropper and
click a color in the rendering you might want to use again. It will
appear in the color swatch in the upper-right of the Render window.
- 5. Go to the Utility tab, click the Color Clipboard
button, and then the New Floater button. This gives you a color clipboard
you can save to a .ccb file for use anytime.
- 6. Drag from the swatch in the Render window to
a swatch on the Color Clipboard and choose Copy. You can now take this
exact color to the Material Editor or to any other file.

Setting Your Light Parameters
As we saw in the Light Lister, many light settings are common to all
light types. In the Modify tab we have access to all of these common settings
as well as to the settings specific to the type of light selected. This
section covers the various light parameters.
Coloring
Light
The Light Color is like a filter over the light. The grayscale value
of the Light Color affects the lights intensity. You can enter the
numerical RGB or HSV values directly on the Modify tab, or you can bring
up the Color Selector dialog box (covered earlier in Understanding
Color Models) by clicking the Light Color swatch, shown in Figure
10.4, found in the General Parameters rollout of a light object.
FIGURE
10.4 Light Color controls
Multiplying
Light Intensity
The multiplier, beneath the RGB/HSV spinners in the General Parameters
rollout, is similar to a dimmer switch that allows you to turn the amount
of light up and down. As its name implies, the multiplier increases the
light intensity in a linear fashion: a multiplier of 2.0 is twice that
of 1.0; a multiplier of 4.0 is four times that of 1.0. The standard of
1.0 does not correspond to a real-life light value (in lumens); you need
to acquaint yourself with the results of a light with a 1.0 multiplier
and use that as a baseline for comparison. The closest approximation to
real-life lighting in lumens is provided by radiosity solutions such as
Lightscape. These produce beautiful results, but require a great deal
of processing time.
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| WARNING Increased
light multipliers are over-used and can burn out parts of your render:
a sure sign of amateur work. Try increasing the value of the light
color first and increase the multiplier carefully, only as needed.
Consider creating additional lights of lower intensity before cranking
up a multiplier.
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In a feature only available in the virtual lighting of CG, the multiplier
can also be a negative number, actually removing light from the scene.
It has the reverse effect of a positive CG light: darkening rather than
lightening the colors of the objects around it. Keep in mind, when using
negative multipliers, that they also remove the light color, in effect
inverting it to its complement. So a blue light with a negative multiplier
will darken the scene and shift its rendered colors toward yellow.
Any map applied to the light would also be inverted.
Excluding
Objects
The Exclude button allows you to use a light for a specific purpose (to
provide a slight fill to one object, for example) without affecting anything
else in the scene. Used correctly, this can simulate detailed realistic
effects; used incorrectly, your audience might not be able to pick out
the exact incongruity, but they wont be convinced of the reality
of your scene.
When you click the Exclude button, you bring up the dialog box shown
in Figure 10.5. In the left pane, you select objects in your scene (Ctrl-click
to select multiple objects); in the radio buttons on the top right, you
specify whether you are including or excluding, and whether from illumination
or shadows; and then you click the button with the double arrows to move
the objects into the right pane. You can exclude (or include) multiple
objects, but you can only make one assignment per light. You wont
see the effect in the viewport, only in the rendered image.
FIGURE
10.5 The Exclude/Include dialog box
© 2000, Frol (selection,
edition, publication)
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