Basic Studio Lighting Setup in 3ds Max and V-Ray

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hey everybody and welcome to today's video where we're gonna talk a bit about letting in v-ray and more notably we're gonna be talking about how to set up a studio rendering scene now what is the city of rendering scene I have downloaded a few images so something is something like this this is basically what you would expect to have as a setup if you have if you need to make a studio rendering so basically have the center which is supposed to be where your object is going to be or your model depending on what you're gonna be making the renderer and then you have different types of lights lighting up so we get a nice and result here is another one so this is the basic three-point lighting setup where you have a key light you have a fill light and a backlight helping you get a really decent end result which is what usually happens when you end up seeing all of those people on TV this is in most cases this is how they get lit up here is another setup as you can see we have those three lights the main light the fill light we have a whole open window on this side so extra lighting we have another one on the top so all of these are different setups for the same thing which is studio lighting for well for rendering so let's continue and see how we can use this inside 3ds max so before we start with anything we're gonna take a simple teapot and use it as our main object which we are gonna be rendering so something very simple is this I'm going to just give it a bit more segments something like 12 so yeah it's not so giant all right so the first thing that we want to do is we want to make something like this which is gonna be the the base and the background this is fairly easy to make all you all we have to do is get over here creates one rectangle in the in the front your port or the left one depending on which one your end something like this now right click convert to an editable spline delete the front one leave the top one and now select both of these vertices and just make sure that they are sitting on the z-axis or they're on the zero so select both of them and place them on the zero now what we want to do is select the one on the bottom and the one on the top so these two and now simply add a fill it the Filat is going to round up those corners so it yeah it encapsulates this results here as you can see it's a small fall off alright so once we have this all we have to do is go into modifiers and slap on extrude modifier give it some amount so it has some width but it's in here like this and basically you have your base for the rendering so now I'm just gonna put in a shade it on top of this I'm gonna put an edit poly and now I'm gonna just check and see if my normals are flipped which they are so flip them back and simply pull this to the side and pull this to this side so here we go the most simple way of making rendering scene for your object so now let's simply drop a camera in here so one very camera physical camera created anywhere you want and while it's still selected press control-c and that is going to move the camera exactly where you are at with your perspective viewport which is a very nice way to really move the camera around really quickly and position it where you need it so I'm gonna just quickly check my settings I'm gonna put it at a thousand by a thousand resolution make sure it's something like this and for this I'm actually gonna try and keep the target level with the camera so I'm gonna copy the value for y here I'm gonna put it in the camera so that way my target and my camera are both whoops at the Y alright let's go ahead and copy the Z value and paste it here so now it's looking straight forward at our object let's just position it like this okay so more or less we have a camera we have our object we have a background so just a quick check and my camera I'm gonna decrease the F number to six put the white balance to neutral turn off vignetting and put my shutter speed to something like 50 all right so this is a very nice start that we have here so now that we have our scene let's put some material SONET very simple so nothing complex just a regular material I'm gonna put it so it's all white none reflective and I'm gonna use one material for the pot let's make it matter let's make it black alright rotated around this is you can rotate it or not depending on what you need so I'm just using it so we can see it better from the side alright so once we have this now it's time to get to the interesting part which is the lighting setup when you're talking about lighting it's probably going to be impossible to explain everything in one video because lighting on its own it's well it's a whole science because depending on what you're rendering you're gonna need a different scenario for lighting that particular object here is an example on this image you can see all kinds of different scenarios for lighting human model so you can see we have different types of a lighting effect with achieved with different types of lights I'm gonna leave this link on the website I've actually made a reference to this link on the Facebook page but I'm gonna leave a link so you guys can go ahead and get this image or get the reference to this image and you can get it for yourself so here we're gonna try to well mimic some of these types of lighting and see what we can achieve in the end so for now let's try and get the image that we explained in the beginning so this one the three-point lighting but before we do that we're gonna try and simply drop in one single light and see how it is going to well how it's going to work in our scene so one light move it to the side over here all right load it upwards just a tiny bit and now while we're here let's render and see what comes up well as soon as the render is finished I can see that well choosing the black color without any reflection would be a bit of a bad choice so let's just change it we can either change the color to something like more blueish or any color works but it would be a good idea to give it a tiny bit of reflection as well so we can see some highlights from the lighting also another thing that I noticed is that my light is positioned a bit up front which is giving me this line over here which is clearly visible from where the light is emanating in most cases you don't want to this to happen but maybe you have a case in which you want to have that light appear from here so we have a darker side on that one in that case you can leave leave the light like this or on the contrary you can just move it on to the back just a tiny bit more so now once you re render we can see the new render and there is our initial render with just one point lighting one point lighting is OK and it can be used I'm not saying it can be used if you wanna have a more well one sided or one side lit up look like this so that this is more used when you want to emphasize one side of the model and you wanna have the colors kind of fade out on this side it leaves a nice shadow on this side but more or less it's a very rarely used way of letting something so for now let's go and add a few more lights and try to position them in this three-point lighting setup so we're gonna put one key light which as you can see here has some color but we'll deal with the color as soon as we get get to it so now I'm gonna move this and I'm gonna rotate it what about 35 the grease from the camera so let me just put this in the side put this here and we're trying to copy or mimic this look so this light is gonna be our key light we need one more coming from this side so here I'm gonna hold down shift copy this here and rotate it for 90 degrees and put it in the scene make sure it's pointing directly into our object and now here's a thing that you need to remember the key light is always the light that shines the brightest the fill light is there not to combat the first light but simply to fill in the gaps so if we're gonna be using a multiplier of 30 for the main light for this one we're gonna use something like half or even 10 we can use either 15 or 10 let's go with 15 and we'll see what happens and now we need just one more backlight which is going to lit up or a light up the top or the rim of our object so one more time knotti appeared over here move it till to about here but the best time around though I'm gonna move this light upwards a bit till about here and then I'm going to rotate it so it's shining down on the model so I'm gonna go on the local transform put it down to 45 degrees and now it's going to be shining on our object alright move just a bit downwards and now if I let the render go on like this what I'm gonna see is a problem because this light is going to be visible and I don't want to have this very huge pain looking here or this plane being here I'm gonna make it invisible so now let's see what we have so far in our scene as soon as the render is finished I get something like this now here's the interesting part we can see these two planes over here which kind of break the illusion that this is CGI it's me it's actually making it's making us think and know that this is CGI because we can see clearly these reflections so now we can use this to our advantage for example if we take a look at one of well one of the more commercial renders like for example let's take a look at this Axe body spray as you can see we have these two lines going from the top to the bottom from the top to the bottom and we have these on the sides now these are actually the reflections but in this case since the lights are just small and the reflections are sharp we get this well-defined looks for example if we go in and instead of a reflection of having the glossiness of one let's go with zero points eight see how this thing is going to end up looking on our reflections so let's just render this small region here as we can see right away we get that blurriness in the reflections and if we want to have those long lines for the reflection all we have to do is get in here and increase the size of the height or the width of the light that is going to make the light higher something like this again make it whoops higher but now since the lighting or the light emitters are bigger that is going to shine in more light in our scene so we should prepare for that as well and now we can see that those lines are no longer visible like there were but now we are getting more of this type of a result on our scene all right so once we did this now we want to just well mention another thing and that is the color variance in the lights usually it's always a good idea if you're gonna be letting your scene not to light it with all white lights what does it mean well if you take a look at here you're gonna notice another thing this light or the key light or the main light has a bit of a red reddish hue so it's a warm light while the fill light is more of a yellowish or cold light and the backlight is usually well whites are downwards to the yellow colors so let's see how that chromatic aberration is going to look like when we once we have that in our scene so like we said the main light should have a more reddish hue so in the color let's give it a more of a reddish hue like this could be something more yeah this one should be a more cooler light so let's give it something like this and this can stay around that yellowish colors something like this barely visible so now once we rerender we're gonna see a bit of a different scenario happening in our scene so let's see and as soon as the render is finished I can notice that it's barely visible due to the fact that our model here is welcome blue so let's change it one more time I'm just going to go with white white on white and hopefully this is gonna give us a better result and let's just emphasize those colors a bit more so we can see it more clearly give it a more colorist look here so bigger hues close this I just want to exaggerate this so you can see it right away render production and there it is now that we kind of exaggerated the colors you can see that switch going from the warmer colors towards the cooler colors and that slow but steady flow from one to the other and that transition is really really clearly seen in about this area over here now for the last part part here this light it doesn't always have to come from behind it can be an over well let's put it here like this it can be an overhead light as well so I can put it exactly on top of the model like this and that is going to give us a bit of a stronger highlight on the top and more pronounced shadow on the bottom so let's go ahead see how that is going to look like and as we can see here now our render is more or less finished for our studio lighting or one of the versions of the basic studio lighting now I'm going to stop this video over here because in the next one I want to explain a bit more about different types of lighting and how you can mimic those lighting in this same exact scene so for now I hope you guys enjoy watching this video and don't forget to subscribe hit the like button as it really does help a lot and I'll see you all in the next video
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Channel: Denis Keman
Views: 26,001
Rating: undefined out of 5
Keywords: 3dsmax, vray, tutorial, dkcgi, lighting
Id: dzujuCbXUxc
Channel Id: undefined
Length: 19min 51sec (1191 seconds)
Published: Tue Mar 01 2016
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