#Space Scene Lighting
8 messages in this thread
To anyone who may be able to help:
I have been trying to no avail to create an accurate depiction of a planet in
space in front of a sun, which will be part of a large animation I have been
working on. My dilemna is:
1. I cannot seem to be able to create a light source that affects the ENTIRE
scene within 3d Studio in the same way, with a soft falloff on the planet and
other objects within the scene. This light source must also illuminate the
planet, but not in a way the de-saturates the planet's texture map.
2. I cannot in any EFFICENT way create an undistorted scrolling backround of a
gasous nebula without projecting it onto a hemisphere, which heavily distorts
the image takes away from the scene.
These two problems have been plaguing me for some time. Anyone who has
experience creating accurate lighting in space scenes please respond. Thanks.
<<1. I cannot seem to be able to create a light source that affects the ENTIRE
scene within 3d Studio in the same way, with a soft falloff on the planet and
other objects within the scene.>>
Move the spotlight a LONG way from the planet. The further you move the
spotlight the more parallel the light beams will be and therefore more like
those of the sun.
<<I cannot in any EFFICENT way create an undistorted scrolling backround of a
gasous nebula without projecting it onto a hemisphere, which heavily distorts
the image takes away from the scene.>>
Map the gaseous nebula instead onto a flat plane and use Alpha or a mask to
make the areas around the nebulus in the bitmap transparent.
DaviD "Mapping monoliths" GouID
1,, Ambient Light or lots of Spots and Omni's that exclude any bits that would
be over lit, for Instance each of the Ships in battle>jpg on the ASHOWCASE
Forum have their own light or Lights.
2: Nebulas, well I draw the them in Photoshop for the stills and for
animations make a bent! box like a a piece of paper that having
I finsh this later david just got a job offer LOL
>>lighting the universe…
I recently had a rotating earth shot with the sun moving from behind. The
earth had a separate cloud layer. To get a soft falloff on the earth and
atmosphere, I had to carefully place a spotlight AND several omni lights in a
row in front of the sun, each a little dimmer than the last to help fake a soft
edge. The omnis were set to exclude everything but the atmosphere.
I do not think you will be able to light the entire scene effectively with one
light. Most of the time multiple lights are required (sometimes one or more
for each separate object), each excluding everything in the scene except the
target objects. If things move, the light sources or spot targets can often be
linked to the objects or to dummies.
As to the scrolling nebulous sky background, you would need a trememdously
large bitmap to get a lot of detail in a background. With the proper mapping
and hemisphere placement, however, the distortion should be small. If moving
thru the scene, the hemisphere should be very large or actually moved with the
camera to minimize perspective distortion. If the camera simply pans, the
camera should be close to the exact center of the hemisphere. Since an
appropriate single sky bitmap may be cumbersome, you might try a different
method: decal map each of a number of small planes or hemisphere sections with
small hi-rez maps of nebulas, galaxies, etc, and set them way back from the
camera.
>2. I cannot in any EFFICENT way create an undistorted scrolling backround of a
gasous nebula without >projecting it onto a hemisphere, which heavily distorts
the image takes away from the scene.
3DStudio Special Effects has an article on a space scene that probably contains
exactly what you want. It has so many nice tips and tricks (and the people
that wrote it deserve the support) that I hate to give anything away, but the
basic premise behind the gaseous nebula is that it's an object, created in a
very clever way that looks very effective.
Maybe the author of that article will describe the technique in detail for you
— or you can just run out to Barnes/Noble and get it!
>>1. I cannot seem to be able to create a light source that affects the ENTIRE
scene within 3d Studio in the >>same way, with a soft falloff on the planet and
other objects within the scene. This light source must also >>illuminate the
planet, but not in a way the de-saturates the planet's texture map.
Last year I attended a seminar in LA. and the people who do all the space shuts
for Babylon5 demo'd some very cool effects and then took questions from the
audience. I asked him (forgot his name) about space lighting "how to" and his
response in short was that in space there is only one light source SUN. and if
the angle of the sun is in any way making a lot of shaded areas on your object,
then simply make the space background a bit blue and ambient light at 0. Well
I tried to do that and it worked for me. the more lights the worst it becomes.
Got to go. I hope this help a little. Also go to other Autodesk forum and
search with key words of moon,earth, and stars and see the image I created
(640×480 gif).
-Kouros.
Thanks for your timely response, much appreciatted. However, I have tried using
one light source on numerous occassions to no avail. Perhaps it is the weak
lighting characteristics of 3d Studio, but when renderinga planet the falloff
is sharp and the highlight is always completely unsaturated. Can't seem to fix
the bug.
Yep same here, can never get the Hotspot and fall off right for the shineyness
mapps, you either get no effect or a horrible sharp black falloff LOL,
matt