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-
-
- Imagine tutorial
-
- Don't be in the dark:prepare to be illuminated with this
- look at Imagine's many light sources.
-
-
- Getting the lighting right is an important part of creating
- good images. This month we'll take a look at how the
- position and type of light sources can make the different
- between a good render, and one which looks extremely flat
- and unrealistic.
-
-
- Positioning Light Sources
-
-
- There must be at least one light source present in every
- scene before Imagine will even start rendering. For best
- results, you'll probably want at least two lights present.
- Imagine also has a special form of light source called
- "ambient lighting". This is a general light applied equally
- to all objects from all directions.
-
- Space scenes are a little different, and you have to decided
- whether you want to go for realism (like Babylon5) or simply
- what looks best (like Star Trek TNG). Realism requires that
- you have a single light source -- usually the sun -- and no
- ambient lighting. Although closest to what a giant space
- ship floating in deep space would actually look like, this
- can be pretty dull looking as a lot of the objects will be
- in shadow and lacking detail. The creators of Babylon5 get
- around this by ensuring that their star backdrops contain
- lots of purple and blue nebula rather than simple darkness.
-
- The ships in Star Trek all seem to manage to look perfectly
- lit from all directions, and some even are fitted with their
- own light sources to provide illumination.
-
- Back to slightly more practical examples, and there are
- generally accepted ways to position light sources for best
- effect. A simple scene, say a camera and one object,
- requires two light sources. The first is far away and this
- provides a "fill" light. The second light is placed close to
- the camera to provide the main illumination. You can see the
- effects of these lights in the follow illustrations. By the
- way, when using digitised backdrop images as shown here, you
- should try and arrange the lights so that they cast shadows
- in the same way as the sun does in the scanned image.
-
-
- im9_1.jpg
-
- Here there is only one light source, and it's placed behind
- the object. Although dramatic, this is an effect you
- probably won't use very often...
-
- im9_2.jpg
-
- Here the single light source has been moved some distance
- away, high in the sky as though it were the sun. Notice how
- bland the landscape looks.
-
- im9_3.jpg
-
- Now the light has been brought next to the camera, and a
- second source placed in the distance to provide a "fill".
- The shadows have added depth to the landscape, and
- illuminate the detail on the cow object.
-
- im9_4.jpg
-
- Now ambient lighting has been turned on too: notice how the
- darker shadows are starting to appear grey. Too much ambient
- light and they'll start to appear washed out.
-
-
-
-
- Making invisible light beams visible
-
- It's often desirable to make beams of light visible, so that
- the beam itself can be observed. This is quite an easy
- effect to achieve, and makes use of the "fog length" of an
- object.
-
- Lets say for example you want to make a space ship emit a
- beam of light. (Obviously this is what is required to create
- a Class 3 tractor beam).
-
- 1. In the detail editor, create an object which will be the
- beam of light. Create a cone or cylinder depending on what
- you want the finished beam to look like.
-
- im9_5.iff
-
- 2. Alter the colour of the beam to be white or some other
- very light tint. Now adjust the Fog Length. The value will
- vary, but try setting it to twice the width of the beam
- object to start with.
-
- im9_6.iff
-
- 3. Now in the Stage Editor create the light source and position
- the beam where you want it. I've added a few other objects
- here.
-
- im9_7.iff
-
- 4. Render the scene in scanline or trace modes. Here we have
- one possible solution to the BSE problem: selling cattle to
- alien invaders for their own bizarre breeding experiments.
-
- im9_8.jpg
-
-
-
-
- Different type of Light sources
-
- Imagine 3 introduced the idea of having light sources which
- are not necessarily point sources which are spherical i.e.
- sending out light in all directions. It's now possible to
- control the direction the light travels, and also define the
- light beam as either round or rectangular.
-
- There is now other types of light source: a source which
- emits parellel rays. Parallel rays are like those from the
- sun, and illuminate all objects equally. To select the type
- of light source you'll need to create a normal light and
- then go to the Action editor and look at the object's
- "Actor" line.
-
- im9_9.iff
-
- When you create light sources with either round or
- rectangular settings and use the Display menu to switch on
- the "Light Lines" option you'll see which direction the
- lights are pointing. There are no lines drawn for the
- default spherical light source because the light is pointing
- at all directions at once.
-
-
- Normal light source: im9_10.jpg
- Round light source: im9_11.jpg
- Rectangular light source: im9_12.jpg
-
- You can combine the light beams with foggy objects as
- before, to create rather cool searchlight effects. You'll
- need to match the shape of the light beam objects to suit
- the light source.
-
- In the real world, lights cast shadows and Imagine will do
- this too. You can switch shadows on and off from the Action
- editor Actor requestor as before. With the shadows turned
- on, rendering times are increased dramatically so only use
- them when strictly necessary, and only use shadows with the
- light sources which required them -- not all of them. This
- last image features a round light source with shadows
- switched on. There is a fill light in the distance, and
- ambient lighting is also turned on. The image is 320 by 256
- pixels and took X minutes to render in scanline mode on an
- 68040 based A4000.
-
-
- -- end ---