Join Aaron F. Ross for an in-depth discussion in this video Creating area lights, part of Creating Product Shots in Maya.
…The most realistic type of light in a CG scene is an area light.…An area light is one that actually has a size.…All other types of lights in Maya and…in other 3D programs are point-based light sources.…So if you create a spotlight, or a point…light, then the light source is actually infinitely small.…And that never happens in the real world.…That literally doesn't exist in the real world.…Every light source has some area or some volume.…
Even if it's an LED light that's very small, it's still got some size.…So an area light is the most realistic type of…light and that's what we're going to use in this course.…So let's create area lights.…We'll go into the Create menu.…And choose Lights, Area Light.…And that's created at the origin and it's pretty small.…We can see it here in the front view.…I'm not going to move the area light just yet.…I'm going to leave it where it is at the…origin because in the following movie I'm going to create…a simple rig with a white car that will create…nice shiny highlights on the surface of our chrome material.…
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
Maya: Lighting and Rendering with mental raywith 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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