From the course: 3ds Max 2019 Essential Training
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Creating photometric lights - 3ds Max Tutorial
From the course: 3ds Max 2019 Essential Training
Creating photometric lights
- [Instructor] With our renderer chosen and a neutral gray diffused material assigned to all objects in the scene we are ready now to add lighting. Go to the Create panel and within the categories we have Lights. Click on the light bulb icon and within that we have three options in this pull down list. Photometric, Standard and Arnold. Arnold is, obviously, the native light for the Arnold renderer and it's going to only work with the Arnold renderer but it will have the most features. And the Arnold light can be configured to represent any light source you can imagine including a standard point light, an area light, a spotlight, a sky dome, et cetera. The Standard light, if we go to that category, we see that there are several options there but these are really legacy lights that are not photometrically accurate and the only time you would want to use these is if you were using a legacy renderer such as the Scanline renderer or maybe the Quicksilver hardware renderer. In this course…
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Contents
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Previewing renders with ActiveShade4m 3s
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Assigning a diffuse material2m 52s
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Creating photometric lights2m 39s
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Adjusting light intensity and color3m 44s
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Adjusting the Camera Exposure Control4m 46s
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Adjusting light shape5m 59s
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Adjusting light distribution3m 16s
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Controlling spotlight parameters3m 23s
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Creating a sun and sky7m 8s
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Illuminating a scene with the environment4m 1s
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Using the Light Explorer3m 26s
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