Next up is separating the product from the background, one way we can do this is using the panoramic shape node to add a rim light around our product. This will also highlight any curves and features on the object.
- [Instructor] Now that we have a Key light in place showing off the major form, and curves of our product, time to make our product pop off the background a little, and also fill in the rest of its shape. One way we can do this is by adding a Rim light. Which, just as its name suggests, lights up the rim or outlying edges of our product in order to help our eyes both work out its form, and separate it from the background of the shot. With our Key Light Shape selected then, let's Press the Space Bar Key, and then Search Bar, and Add a Blend Node.
We can Set the Blending Mode here to Add, and then Create a New Panorama Shape. And pipe the output into the foreground of our blend node. Which will help us build a lighting panorama using multiple shapes. Now we will also want to Set its Method of Inheritance to Absolute with width and height values of 11 and 10 respectively. When it comes to working on lighting of course, we should always make sure that we know exactly what each light is contributing to the solution.
In order to work on the Rim light in isolation then, let's Right-click on the Panel Node itself, and then View it in the 3D View, Choosing the Panorama Option as before. We can give our Rim light a bit of a softish look, by Changing its Shape to Disk from the provided drop-down. And then Setting its Hotspot Intensity to 30. We can even make it look as if the light is angled, so as to be shining down on the product, by Setting the Hotspot Y Position to 0.35.
We will obviously want to place this in the scene, so as to be creating a Rim light effect on the mesh, and so just as we did with our Key light, let's in the 2D View, Click and Drag our Shape, and then Place It so that we have a nice highlight showing on both the darker side, and top of our product. Now don't feel bad if you need to move the shape around a lot, in order to get a feel for how it's positioned in the 2D view, correlates to what you see in the 3D view.
Depending on our camera position here, things can feel a lot like the first time we ever tried to use a horizontally-moving mouse to place a cursor on a vertical screen. But after awhile, you will get used to how your mouse movements affect the shape's position. Once we have it in place, we can work with the intensity and color controls until we get something that we feel suits the product. In fact, to help visually separate this Rim from the Key light, I think I (mumbles) a slight blue tint by clicking on its shape color, and then setting the R, G, and B sliders to 0.6, 0.7, and 1.0 respectively.
Indeed, having introduced some color, I think I will brighten the light up a bit, by setting the shape intensity to a value of 1.5. What we can do now is combine our Fill and Key lights together, and so decide what, if any, final adjustments need to be made. To to this, we can Right-click on the Blend Node, and Choose the View in 3D View option, Setting it to Use the Panorama Slide. With the lights combined we can see that we might want to spread the Rim light out a little more on the top of our product, just to help give it definition.
Which we can do by Clicking on the New Panorama Shape, and then, whilst Holding Down the Control Key, Click and Drag into 2D View on either of the side handles of the transform box, and keeping an eye on our 3D view, we can adjust the shape to suit. With our Key and Rim lights in place, time to use a Fill light next, in order to bring out some of the areas that, now are a little too dark in the shot. Something that we will do in our next exercise.
- Building the materials
- Blending the materials
- Adding interactivity
- Adding logos, text, and surface choices
- Setting up the environment
- Rendering the visualization