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Creating a skylight

From: Creating Product Shots in 3ds Max

Video: Creating a skylight

Let's create some image-based lighting in 3ds Max. It doesn't matter where the Skylight is.

Creating a skylight

Let's create some image-based lighting in 3ds Max. Previously we saw how to set up studio lights. In this chapter we'll look at image-based lighting. Now these are not mutually exclusive and in fact, you can combine them both in the same shot. However, in this chapter we're going to keep them separate. We're going to light the scene exclusively only. With our high dynamic range image. We can start by creating a Skylight. Let's go to the create panel and under lights, go to Standard and click sky light.

And just click anywhere in the top view and then right-click to exit. It doesn't matter where the Skylight is. The position, rotation, and scale are completely ignored so you can set it up wherever's convenient for you. Another thing I'd like to mention is that you don't need the skylight in order to do image-based lighting. The Skylight actually contributes to the diffuse component. Of your scene. And without the Skylight, you'll get reflections, but you won't get diffuse lighting. You can turn it off if you want, but you have to have some kind of light in your scene, and this is important.

Because if you have no lights in your scene at all, then Mental Ray and 3ds Max will light your objects with default lighting. And that will add to the image-based lighting that you create in the environment. So this is problematic. It's very important to understand this, that you must have a light in this scene in order to disable the default lighting. Now, again, you can turn that light off if you want to use only the environment mapping. Alright.

Let's go into the modify panel. Take a look at the parameters down here. We've got a multiplier, that's the strength of the lighting. And then we've got the sky color, and it's defaulted to white. What we want to do is actually choose Use Scene Environment. And when we add a map into our environment, that will light the scene. In the Skylight as well. So the skylight will look to the environment map to create the lighting in your scene.

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

42 video lessons · 1024 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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