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Creating mental ray area spot lights

From: Creating Product Shots in 3ds Max

Video: Creating mental ray area spot lights

Our chapter on lighting is going to be pretty The best type of light in this situation is actually an area light. Click there and then hold and drag out and go over to the Select the light, and then choose the Move tool and then just move it up a bit.

Creating mental ray area spot lights

Our chapter on lighting is going to be pretty short because we don't have very much to do. This is just a single subject. And it means we only need a few lights. And it'll be fairly simple to setup. The best type of light in this situation is actually an area light. Because it's going to produce a really soft, even illumination. And so for our keylights or our primary illumination. We're going to use MR area spotlights. Go to Create Panel, and choose Lights, and the default light type is Photometric.

We want to click on that pull down list and choose Standard, and create an MR area spotlight, click on that, and on the top view, click somewhere behind into the right of the camera. Click there and then hold and drag out and go over to the watch and then release, and you will create the spotlight and its target. Right click to complete the creation of that target light, and we want to load the front view port into this panel here.

We'll click on that panel and then click on the left label and choose front. Maybe dolly in a little bit. Select the light, and then choose the Move tool and then just move it up a bit. Okay, so let's test that rendering, see what it looks like with default parameters. Right-click in the camera view. And then click Render Production. Here we've got a single MR area spotlight with default parameters. Let's lock this render view so that it'll only render the camera viewport from now on. No matter what view port we choose in 3ds Max main window.

And let's clone this render view so that we can compare it to other renderings. All right, we've got that cloned. I want to move that over just a little bit so we can get at this light icon. We want to be able to see that with that light selected, let's go into the Modify panel. And scroll down. We're looking for a roll out that's labeled, Area Light Parameters. Here it is. And we've got the size of light. We also have the type. Let's choose Disc, cause that's going to be simpler, and it's just going to create a more even illumination.

The radius here controls the size of the area light, and if you click and hold and drag on that spinner, then you can actually see the size of the disc interactively. Once you release the mouse, then unfortunately, we are not able to see the size of that disc any longer. The larger the area light is, the softer the illumination will be, and this will effect both the lighting and the shadows. We want a nice soft even illumination, so let's set the radius up to 20 centimeters and then we'll test render that.

Okay, on the left here we can see the light with a radius of 20 centimeters and on the right a radius of 2.5 centimeters or the default. And you can see this is much softer. If you get in close on this, then you might notice that the shadows are a bit grainy. I can click in that view and then use the mouse wheel to zoom in a bit and the middle mouse to pan around in that. You can see that the shadows are a little bit grainy here. We're not going to worry about that now. We'll fix that in the rendering stage by adjusting the mental ray quality settings.

We'll make another one of these lights. Close these windows. And just duplicate this one. I'll right-click in the top view, and select that light with the Move tool. Hold down the Shift key and drag to make a duplicate. And when you release the mouse, you'll get the Clone Options dialog. We'll want to make a copy, not an instance. Click OK, and then just adjust its position. Maybe move it over a bit to the side so its kind of at a 90 degree angle to the other light. And that way we'll get even lumination on the side as well.

And also maybe move it down a bit or up. In some direction, probably down a little bit in order to sort of give us a little bit more interest to this. It's going to give us some side lighting rather than top lighting. Alright and let's do another test render of that, okay, that's pretty good, we've got our key lighting done with the MR area spotlights.

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This video is part of

Image for Creating Product Shots in 3ds Max
Creating Product Shots in 3ds Max

42 video lessons · 957 viewers

Aaron F. Ross
Author

 
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  1. 5m 50s
    1. Welcome
      1m 1s
    2. Using the exercise files
      4m 49s
  2. 32m 32s
    1. Setting the Customize UI and Defaults Switcher
      1m 43s
    2. Choosing units and grid options
      1m 13s
    3. Importing a CAD file
      5m 12s
    4. Managing the scene hierarchy
      7m 46s
    5. Managing display layers
      3m 52s
    6. Working with Body objects
      2m 53s
    7. Modeling an environment sphere
      4m 17s
    8. Creating a camera
      2m 44s
    9. Framing the shot
      2m 52s
  3. 16m 46s
    1. Creating mental ray area spot lights
      4m 31s
    2. Creating photometric spot lights
      5m 9s
    3. Setting exposure for studio lighting
      3m 9s
    4. Controlling Final Gather
      3m 57s
  4. 1h 1m
    1. Creating Arch & Design materials
      7m 26s
    2. Creating an environment material
      6m 14s
    3. Enabling self-illumination
      5m 33s
    4. Applying procedural textures
      7m 20s
    5. Working with reflectivity
      7m 10s
    6. Creating a metal material
      4m 33s
    7. Adjusting highlights
      5m 4s
    8. Varying highlights with a bump map
      6m 43s
    9. Working with transparency
      4m 44s
    10. Adding ambient-occlusion nodes
      6m 40s
  5. 37m 47s
    1. Understanding image-based lighting
      2m 42s
    2. Creating a skylight
      2m 10s
    3. Adding a spherical environment map
      2m 51s
    4. Controlling bitmap coordinates
      4m 5s
    5. Setting exposure for image-based lighting
      7m 36s
    6. Adjusting materials
      5m 38s
    7. Modeling environment geometry
      5m 42s
    8. Self-illuminated image-based lighting
      7m 3s
  6. 50m 6s
    1. Controlling mental ray Sampling Quality
      5m 18s
    2. Rendering to the high-dynamic-range EXR format
      5m 52s
    3. Defining After Effects color settings
      4m 0s
    4. Adjusting the image
      10m 4s
    5. Setting up render elements
      7m 51s
    6. Creating ambient-occlusion materials
      6m 9s
    7. Layering specularity and reflections
      3m 47s
    8. Adding all render-element layers
      7m 5s
  7. 49s
    1. Goodbye
      49s

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