• 3ds Max

Theatrical key lighting with Arnold Spot

Learn how to showcase the subject with dramatic studio lighting.


Tutorial resources

These downloadable resources will be used to complete this tutorial:


00:04

To light the product shot in a

00:05

dramatic fashion suitable for advertising or marketing.

00:09

We'll use a traditional triangle or three point lighting setup

00:13

that consists of a key light

00:15

which is the dominant or primary source of illumination

00:18

that casts visible shadows,

00:21

one or more fill lights to fill in those shadows

00:24

and one or more rim or back lights

00:27

to illuminate the edges of the subject

00:30

and differentiate its silhouette from the background

00:34

to begin.

00:34

Let's turn off the skydome that we created

00:36

earlier for the purposes of material look development.

00:40

Select that skydome

00:42

go over to the modified panel

00:45

in the general roll out at the top under light properties,

00:48

there's a switch to turn the light on or off.

00:50

So let's turn off illumination.

00:53

Now let's do an interactive production rendering of our camera view.

00:56

In order to prevent the Arnold render view

00:59

from automatically switching to the active viewport,

01:03

we're going to lock the render view.

01:05

So give focus to the camera view,

01:07

open up the render, set up dialogue

01:10

in the view to render area next to the pull down list,

01:14

click the padlock icon

01:16

and now the Arnold render view won't automatically switch view ports,

01:20

close the render, set up dialogue

01:22

with focus on this physical camera view,

01:25

initiate an Arnold's interactive rendering.

01:28

Go ahead and click interactive production rendering

01:31

and we'll see that at first all we get is a green square.

01:35

That's the em missive material that I've assigned to the power light on the radio.

01:40

Let's now create a spotlight which is appropriate for key lighting.

01:44

Go to the crate panel

01:45

to lights

01:47

from the pull down list, choose Arnold

01:50

and click the button labeled Arnold light.

01:53

But before we create the light,

01:54

let's take a hard look at the settings here in the create panel.

01:58

Notice that the light is disabled

02:01

and it's of the type skydome.

02:03

A newly created Arnold light will inherit all of its starting parameters

02:08

from the most recently selected Arnold light.

02:12

Now this can create some confusion. So be on the lookout for that.

02:15

The mere fact that we selected the sky dome

02:18

and disabled, it

02:20

means that the next light we're going to create

02:22

will be a disabled sky dome.

02:25

And of course, that's not what we want. So let's turn the light on

02:29

and we'll change the type over to spot

02:32

which is suitable for key light.

02:35

Now we can create that light in the top viewport,

02:38

click in the lower right of the top viewport

02:41

and drag towards the subject,

02:43

release the mouse

02:44

and then right click to exit like creation

02:47

and we see something in our Arnold render view here

02:50

let's go back to the modify panel

02:52

and let's scroll down a little

02:54

bit in the color intensity section.

02:57

Very importantly, there's a switch labeled, normalize energy

03:01

that's going to preserve the total amount of illumination

03:03

regardless of the size or area of the light.

03:07

So up here, we have the radius

03:09

that's controlling the size of the light.

03:11

But as long as normalized energy is on,

03:14

then this radius amount will only affect the softness

03:17

and will not affect the total amount of illumination.

03:20

Let's turn normalize energy off.

03:23

And then as we adjust the radius,

03:24

we'll see we're increasing or decreasing the amount of light.

03:27

We're also seeing a reflection

03:29

of the radius of that light here in the glass.

03:32

Let's set the radius to 10 centimeters.

03:36

We've also inherited the exposure value from that sky dome.

03:40

So let's increase the exposure down here to a value of seven.

03:44

And we can position that light, we'll grab the move tool,

03:47

it'll need to be moved up off the ground plane.

03:50

So select that light and move it up in the left view.

03:54

And we can also move the

03:55

target up a little bit.

03:57

I've got some values that I know are going to work. So we can plug those in.

04:01

I'll select the light

04:02

and we'll give it an X position value

04:05

of 27

04:07

press tab and give it a Y position of negative 30

04:10

press tab and give it a Z position of 43 centimeters

04:14

and that looks pretty good for the light position.

04:17

We can also move that target more precisely.

04:20

We'll set the targets X position to zero

04:22

the Y position to negative three

04:25

and the Z position to seven centimeters

04:29

that looks pretty good for the light position.

04:31

Let's go back to its parameters,

04:33

select it. And in the modified panel,

04:36

we'll see we have cone angle and pumba

04:38

angle,

04:39

cone angle as the name indicates

04:41

is the

04:42

angle of the cone or the area that is illuminated.

04:46

And lower values will give us a tighter beam.

04:50

So for example, we can set that to 10 degrees,

04:54

then the

04:55

Pumba

04:55

angle is the softness of the edge.

04:57

So if we reduce that pan number

04:59

angle to zero degrees,

05:01

then we get a very hard edge there.

05:04

Well, actually the values that we had by default were working,

05:06

so we can set those back.

05:08

We can set the cone angle to 60 degrees

05:11

and the P number angle to five degrees.

05:14

One more little tweak that we might want to do is to change up the lens radius

05:18

that controls the focus or colation. A

05:21

higher lens radius value will cause the rays of light to be more parallel.

05:26

So if we increase that lens radius,

05:28

we'll start to see a change over here.

05:31

The effect that is achieved is one of higher contrast

05:35

with a high lens radius.

05:37

The rays of light are more parallel

05:39

which leads to less diffuse scattering.

05:42

And sharper specular highlights.

05:45

Let's set the lens radius to a value of 10 centimeters.

05:49

All right. So that's pretty good for our key light.

05:52

Let's rename it here.

05:54

We'll call it key spot.

05:56

We'll also need a fill light

05:57

so we can duplicate the light that we have

05:60

with the move tool still active. We can go over to our top viewport right click.

06:04

So we don't lose our selection.

06:06

Hold down the shift key and drag to create another light.

06:10

Don't be alarmed if you see a performance hit.

06:12

When the Arnold re interview is running

06:15

in the clone options dialogue.

06:17

It'll be a copy.

06:18

Let's rename it.

06:20

We'll call it fill disk

06:22

and click. OK?

06:25

So this new light is going to be of the type disc. So let's change that type

06:29

to dis

06:31

and so we can isolate its effects from the key light,

06:34

select that key light

06:36

and just temporarily turn it off.

06:38

So back to our fill light,

06:40

we've got the type disc

06:42

with a radius of 10 centimeters

06:44

and a spread of one

06:46

radius is the size spread is the focus.

06:50

It's very similar to the lens radius of the spotlight.

06:55

Let's bring the radius up to 30 centimeters

06:59

because normalized energy is turned off,

07:01

that's going to increase the overall amount of illumination.

07:05

Let's bring the spread down.

07:06

If we reduce this down to a value of zero, then we get very hard edged illumination.

07:11

Let's set this spread to 0.4.

07:15

OK. Let's fine tune the position of that fill light.

07:18

We'll set the X position value

07:21

to negative 36

07:24

the Y position to negative 30

07:26

and the Z position to 40 centimeters above the ground plane.

07:30

We'll also want to adjust the exposure.

07:32

We inherited an exposure of seven from that spotlight.

07:36

Let's bring this way down.

07:38

If we bring it down to a value of zero,

07:40

it's looking pretty dim,

07:43

but that actually might be a good value.

07:44

Let's re enable our key light and see what we get.

07:48

Turn the key light on

07:51

recent like the feel like

07:53

and we can turn it on and off to see

07:56

what we're getting there.

07:57

And in fact, the exposure of zero

07:60

may actually be too much. I'm getting a little bit too much light there.

08:03

I'll bring it down to negative one.

08:06

Ok. Now we've got our key and fill lights

08:09

two components of the triangle lighting set up.

Video transcript

00:04

To light the product shot in a

00:05

dramatic fashion suitable for advertising or marketing.

00:09

We'll use a traditional triangle or three point lighting setup

00:13

that consists of a key light

00:15

which is the dominant or primary source of illumination

00:18

that casts visible shadows,

00:21

one or more fill lights to fill in those shadows

00:24

and one or more rim or back lights

00:27

to illuminate the edges of the subject

00:30

and differentiate its silhouette from the background

00:34

to begin.

00:34

Let's turn off the skydome that we created

00:36

earlier for the purposes of material look development.

00:40

Select that skydome

00:42

go over to the modified panel

00:45

in the general roll out at the top under light properties,

00:48

there's a switch to turn the light on or off.

00:50

So let's turn off illumination.

00:53

Now let's do an interactive production rendering of our camera view.

00:56

In order to prevent the Arnold render view

00:59

from automatically switching to the active viewport,

01:03

we're going to lock the render view.

01:05

So give focus to the camera view,

01:07

open up the render, set up dialogue

01:10

in the view to render area next to the pull down list,

01:14

click the padlock icon

01:16

and now the Arnold render view won't automatically switch view ports,

01:20

close the render, set up dialogue

01:22

with focus on this physical camera view,

01:25

initiate an Arnold's interactive rendering.

01:28

Go ahead and click interactive production rendering

01:31

and we'll see that at first all we get is a green square.

01:35

That's the em missive material that I've assigned to the power light on the radio.

01:40

Let's now create a spotlight which is appropriate for key lighting.

01:44

Go to the crate panel

01:45

to lights

01:47

from the pull down list, choose Arnold

01:50

and click the button labeled Arnold light.

01:53

But before we create the light,

01:54

let's take a hard look at the settings here in the create panel.

01:58

Notice that the light is disabled

02:01

and it's of the type skydome.

02:03

A newly created Arnold light will inherit all of its starting parameters

02:08

from the most recently selected Arnold light.

02:12

Now this can create some confusion. So be on the lookout for that.

02:15

The mere fact that we selected the sky dome

02:18

and disabled, it

02:20

means that the next light we're going to create

02:22

will be a disabled sky dome.

02:25

And of course, that's not what we want. So let's turn the light on

02:29

and we'll change the type over to spot

02:32

which is suitable for key light.

02:35

Now we can create that light in the top viewport,

02:38

click in the lower right of the top viewport

02:41

and drag towards the subject,

02:43

release the mouse

02:44

and then right click to exit like creation

02:47

and we see something in our Arnold render view here

02:50

let's go back to the modify panel

02:52

and let's scroll down a little

02:54

bit in the color intensity section.

02:57

Very importantly, there's a switch labeled, normalize energy

03:01

that's going to preserve the total amount of illumination

03:03

regardless of the size or area of the light.

03:07

So up here, we have the radius

03:09

that's controlling the size of the light.

03:11

But as long as normalized energy is on,

03:14

then this radius amount will only affect the softness

03:17

and will not affect the total amount of illumination.

03:20

Let's turn normalize energy off.

03:23

And then as we adjust the radius,

03:24

we'll see we're increasing or decreasing the amount of light.

03:27

We're also seeing a reflection

03:29

of the radius of that light here in the glass.

03:32

Let's set the radius to 10 centimeters.

03:36

We've also inherited the exposure value from that sky dome.

03:40

So let's increase the exposure down here to a value of seven.

03:44

And we can position that light, we'll grab the move tool,

03:47

it'll need to be moved up off the ground plane.

03:50

So select that light and move it up in the left view.

03:54

And we can also move the

03:55

target up a little bit.

03:57

I've got some values that I know are going to work. So we can plug those in.

04:01

I'll select the light

04:02

and we'll give it an X position value

04:05

of 27

04:07

press tab and give it a Y position of negative 30

04:10

press tab and give it a Z position of 43 centimeters

04:14

and that looks pretty good for the light position.

04:17

We can also move that target more precisely.

04:20

We'll set the targets X position to zero

04:22

the Y position to negative three

04:25

and the Z position to seven centimeters

04:29

that looks pretty good for the light position.

04:31

Let's go back to its parameters,

04:33

select it. And in the modified panel,

04:36

we'll see we have cone angle and pumba

04:38

angle,

04:39

cone angle as the name indicates

04:41

is the

04:42

angle of the cone or the area that is illuminated.

04:46

And lower values will give us a tighter beam.

04:50

So for example, we can set that to 10 degrees,

04:54

then the

04:55

Pumba

04:55

angle is the softness of the edge.

04:57

So if we reduce that pan number

04:59

angle to zero degrees,

05:01

then we get a very hard edge there.

05:04

Well, actually the values that we had by default were working,

05:06

so we can set those back.

05:08

We can set the cone angle to 60 degrees

05:11

and the P number angle to five degrees.

05:14

One more little tweak that we might want to do is to change up the lens radius

05:18

that controls the focus or colation. A

05:21

higher lens radius value will cause the rays of light to be more parallel.

05:26

So if we increase that lens radius,

05:28

we'll start to see a change over here.

05:31

The effect that is achieved is one of higher contrast

05:35

with a high lens radius.

05:37

The rays of light are more parallel

05:39

which leads to less diffuse scattering.

05:42

And sharper specular highlights.

05:45

Let's set the lens radius to a value of 10 centimeters.

05:49

All right. So that's pretty good for our key light.

05:52

Let's rename it here.

05:54

We'll call it key spot.

05:56

We'll also need a fill light

05:57

so we can duplicate the light that we have

05:60

with the move tool still active. We can go over to our top viewport right click.

06:04

So we don't lose our selection.

06:06

Hold down the shift key and drag to create another light.

06:10

Don't be alarmed if you see a performance hit.

06:12

When the Arnold re interview is running

06:15

in the clone options dialogue.

06:17

It'll be a copy.

06:18

Let's rename it.

06:20

We'll call it fill disk

06:22

and click. OK?

06:25

So this new light is going to be of the type disc. So let's change that type

06:29

to dis

06:31

and so we can isolate its effects from the key light,

06:34

select that key light

06:36

and just temporarily turn it off.

06:38

So back to our fill light,

06:40

we've got the type disc

06:42

with a radius of 10 centimeters

06:44

and a spread of one

06:46

radius is the size spread is the focus.

06:50

It's very similar to the lens radius of the spotlight.

06:55

Let's bring the radius up to 30 centimeters

06:59

because normalized energy is turned off,

07:01

that's going to increase the overall amount of illumination.

07:05

Let's bring the spread down.

07:06

If we reduce this down to a value of zero, then we get very hard edged illumination.

07:11

Let's set this spread to 0.4.

07:15

OK. Let's fine tune the position of that fill light.

07:18

We'll set the X position value

07:21

to negative 36

07:24

the Y position to negative 30

07:26

and the Z position to 40 centimeters above the ground plane.

07:30

We'll also want to adjust the exposure.

07:32

We inherited an exposure of seven from that spotlight.

07:36

Let's bring this way down.

07:38

If we bring it down to a value of zero,

07:40

it's looking pretty dim,

07:43

but that actually might be a good value.

07:44

Let's re enable our key light and see what we get.

07:48

Turn the key light on

07:51

recent like the feel like

07:53

and we can turn it on and off to see

07:56

what we're getting there.

07:57

And in fact, the exposure of zero

07:60

may actually be too much. I'm getting a little bit too much light there.

08:03

I'll bring it down to negative one.

08:06

Ok. Now we've got our key and fill lights

08:09

two components of the triangle lighting set up.

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