Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 13-02-2009 , 11:52 PM
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best lights to use for large indoor scene

I modeled a large subway scene and now I am lighting it . The problem I am having is getting even lighting at a large scale for the scene. Any Ideas of what lights cover large areas without the blown out washed out look. I tried an area light but it made everything to bright.

# 2 14-02-2009 , 01:57 AM
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Depends, if its alot of local light sources then use high decay spot and points. Area lights shouldnt blow out too much if your using them correctly.

What are you using them for precisely? Show us the scene?

If your trying to bounce the light around with GI it can be a bit troublesome in some crowded internal spaces, some like using portal lights in mental ray can help your innitial GI rays get a bit of a boost in the right direction.

However, i would just stick with simple lights and get to grips with the light linker so you dont get influences where you dont want them.


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# 3 14-02-2009 , 06:50 AM
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Originally posted by LauriePriest
Depends, if its alot of local light sources then use high decay spot and points. Area lights shouldnt blow out too much if your using them correctly.

What are you using them for precisely? Show us the scene?

If your trying to bounce the light around with GI it can be a bit troublesome in some crowded internal spaces, some like using portal lights in mental ray can help your innitial GI rays get a bit of a boost in the right direction.

However, i would just stick with simple lights and get to grips with the light linker so you dont get influences where you dont want them.

Here is the scene. I always get the lighting done first something I learned from a teacher in college who works in the industry. The textures are done last.

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