Tuesday, February 2, 2010

How to light a model: Part 1

Introduction to Lighting

Here is a link to the second part of my tutorial.
 
Lighting models is probably one of the more important aspects of Blender. If the lighting is laid out badly, than models lose detail and therefore look less appealing.

 

Their are many parts to lighting a model; the location of the lamp(s); the type of lamp(s); the energy of the lamp(s). In this tutorial, we will cover the more basic ways to light a model; the 3-point lighting system.
[Right: the default lighting setup]



The 3-Point lighting system
 
The 3-point lighting system is one of the most commonly known lighting system used by photographers and 3D artists. The system is based around the use of 3 lights: 1 "primary" light that is used as the main light source; 1 "fill" light which is placed on the other side of the object than the "primary light"; and 1 (optional) "backside" light, which is placed behind the object to light it from behind.
[Right: the standard 3-point lighting system]



"Primary" Light
In blender, I use the primary light with the default "lamp" settings: 1.000 energy; standard stuff.




"Fill" Light

The fill light is used to show the detail of the other side. I set the settings for it with around 0.6 energy, and use the "No specular" option. "No specular" is a useful option that makes it so the lamp will not make any "shine" on its objects. It is not noticeable most of the time, but it does a lot to help the model with some renders.


"Back" Light

The back light is a very optional lamp that is used to light the back of a model. I don't usually find it necessary unless I'm using mirrors. The settings for the back lamp are very similar to the "fill" lamp, the only difference being that I set the energy to around 0.4 instead of 0.6.


Here is a link to the second part of my tutorial.

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