Lighting is one of the most important aspects of 3D visualization. Proper lighting adds realism to the scene and sets its general mood. A scene lit in different ways can give a feeling of happiness, sorrow, fear, etc. For example, ambient light creates the effect of tranquility, dim light can cause fear, twinkling light gives the feeling of anxiety, etc.
When lighting a scene we create and position the light sources and set their parameters. Each light source has its own properties and its own implementation area. We lighten a scene in parallel with texturing because lighting can greatly affect the characteristics and appearance of applied textures as well as produce additional shades.
How we lighten a 3D scene
We apply various lighting sources and techniques, depending on the specifics of a concrete scene.
Interiors. Lighting an interior requires not less effort than the modeling itself. We always try to achieve a realistic effect, but at times it can become a daunting task, as real world light sources work differently, than in the virtual reality. But modern 3D renders (like Vray, MentalRay) provides broad options for simulating realistic lighting and can adjust not only direct lighting sources but the so called Global Illumination too. This enables us create realistic interior environments time-effective.
Exteriors. Setting the lighting for exterior scenes is a little bit easier compared to interiors, but it is still a great challenge.
Like the interior scenes, first we start to set the environment lighting. We have a huge collection of real environment images, where we find images depicting the final result we want to achieve.
The simulation of daylight in the exterior can be achieved with help of VraySun/Sky and a specially selected HDRI photo.
3D-Ace artists use 3D Max and other advanced 3D software to properly light 3D models and put the finishing touch on the project.
We use different lightning sources both directional and omni-directional (Omni, Target Spot and Free Spot, Skylight) to achieve the desired effect. We use spot light sources to illuminate a specific object or scene and simulate headlight, searchlight or flashlight, etc. Omni-directional light sources emit light evenly in all directions and we use them to simulate, for example, bulb light, street light, firelight, etc.
When we lighten the scene we also apply different types of shadows and different lighting effect, for example:
- Volume Light - in real life this effect can be seen in the dark dusty or smoky premises. We use this effect to create a well-marked beam of light, making its way through the darkness.
- Lens Effects are similar to the real life effects obtained by using special lenses, for example, to create diversiform flecks (of light) or gleams, etc.
These are only general aspects of the lighting process. Visit our Portfolio to see the examples of both interior and exterior lighting.
Since 2009, we've developed numerous projects in 2D and 3D, including models and props for Unity and Unreal Engine. Contact us!