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Photography Lighting Tips

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Photography Lighting Tips
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Category: Lighting







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Autor: Next Limit Technologies



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Studio Lighting tips

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Many principles of photography can

be applied to Maxwell Render and

these tips will try and show you some

common lighting techniques in a studio

environment, and things to consider

when lighting transparent and reflective

objects like glass and metal.



Regarding the emitters, it can be useful

in many cases to avoid the evenly lit

area of the emitter surface by making

a gradient texture in any image editing

application and converting that texture

into an mxi using MXCL, then applying

the mxi to an emitter material. The mxi

emitter used in all these renders looks

like this:









With glass being very transparent, it can be difficult to

light it in a way that brings out it’s shape, and creates a

contrast with it’s background. The following two studio

setups will show you two approaches which you can

build upon to render attractive looking glass objects.



In the following render four emitters where used,

placed in such a way as to light up the contours of the glass to bring out it’s shape but without

making the reflections too harsh or obtrusive.



Sharp side reflections of the lights was avoided using an mxi texture applied to the emitters, and

the emitters strength was adjusted during rendering using Maxwells multi light feature.





The next page shows the scene and emitter placement.

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Left emitter was set pretty low to

only give a hint of the shape and

keep the reflection of the emitter

nice and smooth.









Same thing with the emitter on the

right.

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The top emitter was tilted forward

a bit to properly light up the rim of

the glass.









The backdrop has a hole in it, a

bit smaller than the foot of the

glass. A small emitter was placed

beneath the hole to light up just

the foot of the glass. This way

the emitter doesn’t cast any big

disturbing reflections on the rest

of the glass.

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With a light grey or white backdrop,

the same studio setup as for the

black back drop might not work

too well, since everything in the

scene will look white including

the edges of the glass making it

blend into the background.



To avoid that just make sure

you have something of a darker

color in the scene for the glass

to reflect. In this case since the

environment is already black,

the emitters where simply moved

farther away from the backdrop

so there’s a bigger area of black around the glass.



It is important to note that moving the emitters farther away will not make the specular reflections

lose their strength. Specular reflections will be just as bright, no matter how far the emitter is.

This is good to keep in mind because if in some cases you find an emitter is casting too strong

light on your background, instead of dimming it using the multi light slider (which would also dim

the specular reflections on the object), you can simply move the emitter farther away.



The left emitter was also scaled in Y to give a longer reflection in the glass.



The hole and small emitter wouldn’t be necessary if you’re rendering on a light background, but

in this case it was kept because it made some interesting strong reflections in the foot of the

glass.









Metallic objects can also pose

a problem because of their high

specular reflectiveness.



Lets say in this render, the metal

blade looks just like you want,

but the background is too dark.

Increasing the emitter strength

would make the metall turn fully

white, and moving the emitter

closer is not possible.



In this case you can take

advantage of the fact that highly

specular reflective surfaces

will bounce the light rays at the

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same angle at which they hit it.







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In more precise terms: the angle

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reflectance. In practice this means

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that the emitter must be placed

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at a certain angle relative to the

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camera, if you want that emitter

to be reflected by the metal.



If we place another emitter

outside of this angle of incidence

relative to the camera, it’s rays

will not reach the camera, and

so that emitter will not contribute

anything to alter the brightness of

the metal.





The image on the left illustrates this. You can see that this second emitter does not influence the

metal at all, while it helps to brighten up the background.

The light rays reflected in

a specular way from the

object, do not reach the

camera, thus the camera is

“blind” to this emitter.









The result is, the knife blade has the exact same intensity but the background is brightened up

by the second emitter, while also adding a nice highlight on the knife handle.


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