Join Aaron F. Ross for an in-depth discussion in this video Fine-tuning image-based lighting, part of Creating Product Shots in Maya.
…We've done our rough pass at image based…lighting and now it's time to fine tune it.…There's two main things that we need to do here.…First of all it looks a bit overexposed.…You can see especially in the watch…hands that we're losing details in the highlights.…Second the shadows are looking really grainy and hard edged.…To fix both of those issues we'll go back the image based lighting note attributes.…Select the sphere in the view port.…Hit Ctrl A to open up the attribute editor.…To change the exposure all we have to do is adjust…this color gain here in the image based based lighting attributes section.…
So, color gain is the white point and color off set is the black point.…And if want to dim the light down, all we have to do is reduce this color gain.…And that's going to be a global control for…all three of the components of the image based lighting.…Remember we have direct light, indirect light, and environment mapping.…This is going to affect all three of those.…If you need separate control of each, then they are provided.…
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
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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