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Chapter 20: Using Lights and Basic Lighting Techniques



                           Figure 20.2 shows an elk model that was rendered using different levels of the standard lighting model. The
                           upper-left image uses the default lighting with no lights. The upper-right image uses only the key light. This
                           makes a shadow visible, but the details around the head are hard to define. The lower-left image includes
                           the secondary lights, making the head details more easily visible and adding some highlights to the antlers.
                           The bottom-right image includes the backlight, which highlights the back end of the model and casts a halo
                           around the edges if viewed from the front.


                     FIGURE 20.2
                   An elk model rendered using default lighting, a single key light, two secondary lights, and a backlight



























                           The final type of light to keep in mind is ambient light. Ambient light is not from a direct source but is cre-
                           ated by light that is deflected off walls and objects. It provides overall lighting to the entire scene and keeps
                           shadows from becoming completely black. Global Lighting (including Ambient light) is set in the
                           Environment panel.
                           Shadows
                           Shadows are the areas behind an object where the light is obscured. Max supports several types of shadows,
                           including Area Shadows, Shadow Maps, and Raytraced Shadows.
                           Area Shadows create shadows based on an area that casts a light. It doesn’t require lots of memory and
                           results in a soft shadow that is created from multiple light rays that blur the shadows. Shadow maps are
                           actual bitmaps that the renderer produces and combines with the finished scene to produce an image.
                           These maps can have different resolutions, but higher resolutions require more memory. Shadow maps typ-
                           ically create fairly realistic, softer shadows, but they don’t support transparency.
                           Max calculates raytraced shadows by following the path of every light ray striking a scene. This process
                           takes a significant amount of processing cycles but can produce very accurate, hard-edged shadows.
                           Raytracing enables you to create shadows for objects that shadow maps can’t, such as transparent glass. The
                           Shadows drop-down list also includes an option called Advanced Raytraced Shadows, which uses memory
                           more efficiently than the standard Raytraced Shadows. Another option is the mental ray Shadow Map.

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