Place an area light to represent illumination from the sky.
- [Instructor] To put the finishing touches on our practical interior day lighting shot, the last light in our triangle setup is the fill light. We're staging the effect of direct sunlight coming in through an imaginary open window behind the camera. The direct sunlight comes from a spotlight. We'll also need the suffuse illumination coming from the sky. We have some suffuse illumination already, our big backlight here, which is an area light. We'll create another area light for a fill light behind the camera.
Select the key light, which once again is the arrow, and set its intensity to zero. Let's just test this with the fill light alone. Set the key light's intensity to zero in the channel box. Likewise with the backlights. Select it, and in the channel box, set its intensity to zero. Now we'll create an area light. In the Create menu, choose Lights > Area Light.
It's created very small at the origin once again. Let's rename it. Call it light_fill. Scale the area light up. Click and drag on the Scale X attribute field, and drag down to Scale Z. Type in the value of 60, and now the light is 60 centimeters on a side. We can now render this. Right-click in the camera view to give it focus, and choose Arnold > Render from the menus.
And we don't see anything in the view. It's just pure black. We need to go into the attributes for the selected light. Use Control + A to open the attribute editor, go into the Arnold attributes, and disable Normalize. And now we've got some light in our room from the area light. Let's adjust the spread. Play around with that a little bit. So that's going to be down a little bit further. Here's spread. As we bring this down, it'll focus the light, and the effect I want once again is light coming through a window.
Let's set the spread to 0.3. We also want this to be a little bit brighter. Let's set the exposure value to two. And now it's four times brighter than it was before. Let's position it and rotate it. Go into the channel box. Set the Rotate Y value to 90 degrees, and then finally set the position. Translate X, 290, and press Tab.
Translate Y, 75, press Tab. Translate Z, 225, and press Enter. And now you see we've got some suffuse illumination. Let's adjust the color. Go up to the top of the attributes, click on the color swatch, and let's do this in HSV mode. Set the hue to 214. Press Tab. Saturation 0.2, and press Enter.
We'll leave the value at one. Now we've got a pale blue light, as if it was coming from the sky. We've got some grain in the rendering. We can of course improve that by going into the samples and increasing that. Let's set it to five. Having set all the parameters for the fill light, we can now re-enable the key and backlights. Select the spot light, or key light, and set its intensity to one. Also select the backlight, and set its intensity back to one.
Now our triangle lighting setup is complete, and in the following movie, we'll fine-tune the lighting, and also set the render sampling and ray depth in order to achieve a production-quality rendering. And that's how to use an area light to provide suffuse illumination.
- Arnold rendering concepts
- Lighting with Maya and Arnold lights
- Controlling exposure
- Filtering light with Gobo
- Light attenuation with Decay
- Image-based lighting with Skydome
- Exterior daylight with Physical Sky
- Arnold Standard Surface material attributes
- Mapping material attributes
- Rendering refractions
- Mesh subdivision and displacement at render time
- Shading effects such as ambient occlusion and vertex color
- Camera effects such as fisheye and depth of field
- Animation image sequence rendering