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Lighting for 3D Max
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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Mar 30, 2012 12:08 pm    Post subject:  Lighting for 3D Max Reply with quote  Mark this post and the followings unread

I was watching several videos on 3D Max and saw various lighting types used. What is the most popular and effective ones that are being used by the 3D modders on PPM?

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 30, 2012 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

default scanline renderer and simple lighting for SHPs.
Mental Ray, final gather and global illumination for wallpaper renders.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Image Shaper______TMP Shop______C&C Executable Modifier

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Mar 30, 2012 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I have been playing around with the lighting for new cliffs. I know the one side should be darker than the other, but I have been getting the darker side to dark. I tried adding an additional light to brighten up that side. I saw about the MR lighting figured I would see what people use and go from there, thanks

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 30, 2012 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

use 2 lights
-an omni light which has its options changed to light "ambient only" and a Multiplier of only 0,2 to 0,3
-another direct light with a Multiplier of 0,8-1,0 (used for the shadow, so place it in the southwest, making the shadow point to northeast)

This way the omni light makes sure that shadowed parts still get some light. The direct light creates some clean shadows due to parallel lighting.
It's an easy light setup, thus the renderer is very fast. (which it isn't when using very difficult Mental Ray settings like final gather for indirect illumination)
It's also a lot easier/faster to change the 2 simple lights and this way adjust the darkness/brightness of the shadowed/illuminated areas as well as the shadows,
as if you use Mental Ray where you have to change final gather, global illumination, the light source brightness, the photon intensity and the material properties for some good lighting results.

You can also check out my templates which have already nearly perfect set lights and camera.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Mar 31, 2012 3:28 am    Post subject: Lighting for 3D Max Reply with quote  Mark this post and the followings unread

When I first playing around with lighting I noticed the 2 light setup in some templates that I down loaded for buildings. They were angled from the NW to SE, a light and a direct light. They worked for the buildings, but on occasion I found I needed the front a bit brighter so I threw in a special light to make the front a bit brighter.

Now one of the templates (shown in pic, RA2-TS light and cam position) has two RA2 suns they appear the wrong position, but when you render the image it the show up fine so its fine.

My lights are in the pic (screen)

Grey circle:
2 lights for the cliff edge from the left
Blue circle:
2 lights for the Surface
2 for the cliff top Surface
2 for the cliff edges surface

The reason for the 6 lights is because the top of the cliff and edges would appear brighter if I just used 2 lights for each section

Green circle:
2 lights for the cliff front. If the front appears darker than I want I turn it on and brighten the front up

My method might seem a bit weird, but it works. After stumbling across these videos I have been re thinking my lighting. I tried the sun approach, but it didn't light up every thing as I wanted. I know I would have to play around with the lights to cover the whole cliff image as one. I want to finish my stuff before I try and re-work the lights. Figured I would ask and see what people are using for lights and get some ideas for now. Thanks

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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