How to get shadowed corners?

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How to get shadowed corners? // Roundtable

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Post by davidjohnson // Jun 25, 2006, 4:30pm

davidjohnson
Total Posts: 169
In some CGI, I can see a nice corner shadowing :

http://www.caligari.com/Gallery/ImagesGallery/2005/dec/image.asp?Cate=GImages&img=1995&email=phlewp@gmail.com&name=Chris%20Kufahl

I am not sure how to achieve this because it looks very good and realistic. Can I get this with TS 6.5 and how?

Post by splinters // Jun 25, 2006, 7:36pm

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Total Posts: 4148
pic
Use Image Based Light and set resolution and blur higher than default.

Post by TomG // Jun 26, 2006, 4:01am

TomG
Total Posts: 3397
There's more than one way to skin a cat, as the old expression goes :)


There are lots of ways to achieve things with lighting, and it mainly just takes time, experience and experimentation to feel comfortable with it all.


Don't use infinite lights, those cause a uniform lighting, so aren't good for making such shadows. They are good for ambient lighting.


Use an array of local lights (omni lights), grouped close together. Use an IBL (Image Based Light) to light the scene. Use an IBL but scale it down small (it then acts similar to the array of local lights, but is easier to control since one intensity value affects all lights in the array). Add a negative light in the corners (use the Object Info panel to set the light intensity to negative for the light in question, and place the light in the corner). Use Radiosity (which calculates light bouncing around in a scene rather than just the direct illumination of regular renders).


All those may give the desired result, depending on the exact scene, and on issues such as render time etc.


Those are just the tS6.6 solutions :) Using HDRI, or using Global Illumination under Virtualight (included) or V-Ray (optional), are possible tS7 solutions, expanding even more on the range of options for getting realistic lighting and shadows.


HTH!

Tom

Post by phlewp // Oct 27, 2006, 7:08pm

phlewp
Total Posts: 9
Since I used tS4 to create that image, you should be able to do it in 6.5. It was achieved simply using radiosity and IIRC (it was years ago), area lights.


I didn't use negative lights, though that's an option - one I wouldn't recommend however.


Instead of using negative lights to take away light from an area, you should preferably build up the lighting in the rest of the scene to achieve the effect, if that makes sense. In other words, if you want the corners of a room to be darker, build up your lighting in the center instead of taking away lighting from the corners.

Post by Jack Edwards // Oct 27, 2006, 7:36pm

Jack Edwards
Total Posts: 4062
pic
Also it helps if your geometry doesn't have completely hard edges. In real life no object has perfectly sharp or perfectly 90 degree edges. Things get beat up or worn and the edges are the first things to go. So unless your developing for a low poly envirionment, always use more than one edge loop to define sharp changes in geometry, that way your edges have extra geometry to catch highlights and cast less CGish shadows.


-Jack.

Post by Vizu // Oct 27, 2006, 11:51pm

Vizu
Total Posts: 628
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I belive (not sure if it works) you can use negative poiontlights.

Place the light in the corner that you want make darker and open the Lightpanel.

For intensivity set to -1 or so ...

Post by phlewp // Nov 12, 2006, 8:40am

phlewp
Total Posts: 9
I belive (not sure if it works) you can use negative poiontlights.
Place the light in the corner that you want make darker and open the Lightpanel.
For intensivity set to -1 or so ...

I'd just like to reiterate that you should not use negative lights when possible. Instead, as I said before, you should try and build up your lighting. Using GI will help achieve more believable results, but even then, it may not be the perfect solution if you're using just a single point light or even area light. You'll often want to tweak your lighting rigs to get the best result. Again, this should preferably be done by building up lights, rather than using negative lights to take away light.

Excuse the poor samples. I made them extremely quickly in modo, but the principles should be the same.

Without negative light:
http://i35.photobucket.com/albums/d160/phlewp/misc/no_neg_light.jpg

With negative light:
http://i35.photobucket.com/albums/d160/phlewp/misc/neg_light.jpg

Now compare the "profiles" of the shadowing in each.

Without negative light:
http://i35.photobucket.com/albums/d160/phlewp/misc/no_neg_light_profile.jpg

With negative light:
http://i35.photobucket.com/albums/d160/phlewp/misc/neg_light_profile.jpg

In most cases, the first (no negative light) setup is going to appear more natural.

Here's an example I found using a quick GIS, not the best, but just gives the general idea.

Admin edit: image removed due to over size. Please keep images to max 800x600

http://www.audreynovak.com/graphics/baywind-h10/h10-living-room.jpg

There, fixed. Next time mods, why don't you just link the image instead of completely removing it?

Post by Vizu // Nov 12, 2006, 10:26am

Vizu
Total Posts: 628
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Oh sorry phlewp, i havn´t read youre comment before about negative lights.

Post by frank // Mar 2, 2009, 12:11pm

frank
Total Posts: 709
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Use the Attenuation/Falloff option for the lights, so that they are not fully linear, but gradually lose intensity as the light "spreads". I don't think I ever use Point/Omni lights without setting some type of attenuation. Typically Squared, and I use many of these things to hit the object(s) in certain areas - notably to achieve rim lighting.


I know this is an old topic, but you never know... someone might read this and say "HEY! I'm fidna set me some attenuations up on this light." and it could be the start of a career.
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