Join Aaron F. Ross for an in-depth discussion in this video Creating photometric spot lights, part of Creating Product Shots in 3ds Max.
…To present our product in its best light, let's create some rim…lighting, or lighting that's going to accentuate the edges of the object.…And the best choice for this is a photometric spotlight.…We'll want to go to our Create Panel, and choose Lights,…and then in the pull-down list go back to Photometric.…And this is once again going to be a target light, click on…that, and you get the dialogue that says you're creating a photometric light.…It's recommended that you use the mental ray photographic exposure control.…
Well, a photometric light is one that's based upon real physical values.…And when we're using a photometric light, we're pretty…much required to enable some form of exposure control.…Because the levels of a photometric light are much, much stronger…than those of a standard light, and that means that we…need to have an exposure control module enabled, to bring that…lighting into a range, that will look good in a rendering.…So we always want to choose Yes, when we get this dialogue.…
Okay, now let's create our target's photometric spotlight.…
AuthorAaron F. Ross
Want to learn how to create the same effect with Maya? Check out Creating Product Shots in Maya.
- Importing solid models as 3ds Max body objects
- Working with the scene layout, hierarchy, and display layers
- Building Arch & Design materials
- Creating area and photometric lights
- Setting exposure control
- Optimizing indirect illumination with Final Gather
- Image-based lighting with high dynamic range files
- Lighting with self-illuminated geometry
- Rendering to high dynamic range
- Saving render passes with Render Elements
- Adding ambient occlusion
- Layering and color correction in After Effects
Skill Level Intermediate
3ds Max 2013 Essential Trainingwith Aaron F. Ross7h 9m Beginner
1. Laying Out the Scene
2. Studio Lighting
Controlling Final Gather3m 57s
3. Shading Models with Materials
4. Image-Based Lighting
5. Rendering and Compositing
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