Join Aaron F. Ross for an in-depth discussion in this video Building white cards, part of Creating Product Shots in Maya.
…Studio photography commonly uses very large soft white light…sources in order to create large highlights on shiny surfaces.…Or alternately studio lighting might employ white cards,…which are just very large white cards that…are positioned in the studio in order to,…once again, create nice shiny highlights on surfaces.…In this case we're going to create a plane for that white card.…And this is the reason why.…
If you select the area light and go to its attributes, CTRL+A.…And you go into the mental ray area light sections,…you'll see that there's a switch here that says visible.…If that switch is on, then the light itself will be…visible in the scene and it will be visible in reflections.…However there's a major issue with this switch.…For a material in CG reflectivity and shiny…specular highlights are two different things and what…you want is for those two to add together to create the brightness on the surface.…
Well if this switch is on for an…area light, what will happen is this specula highlights…will be annihilated in favor of the reflectivity…
AuthorAaron F. Ross
Want to learn how to create the same effect with 3ds Max? Check out Creating Product Shots in 3ds Max.
- Understanding the scene layout, hierarchy, and display layers
- Working with mia_material_x
- Creating and optimizing mental ray area lights
- Generating reflections with self-illuminated white cards
- Providing indirect illumination with Final Gathering
- Image-based lighting with high dynamic range files
- Rendering to a 32-bit file format
- Saving material and lighting components to render passes
- Adding ambient occlusion
- Layering and color correction in After Effects
Skill Level Intermediate
Creating Shader Networks in Maya and mental raywith Aaron F. Ross5h 28m Intermediate
Lighting and Rendering with mental ray in Mayawith Eric Keller4h 56m Intermediate
1. Laying Out the Scene
2. Studio Lighting
3. Shading Models with Materials
4. Image-Based Lighting
5. Rendering and Color Correction
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