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Options folder in the Attribute Editor or by choosing View | Camera Settings | Film Gate You should see a frame in your window To set how much space is around that gate, find the Overscan attribute in the camera s Attribute Editor and change its value Your view should look something like Figure 20-9 FIGURE 20-9 The view window displaying the film gate
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These are only some of the important camera attributes We discussed a camera s image plane attributes in 4, when you set up underlay images on image planes in the camera views We will discuss other camera attributes throughout the book Of particular interest is the tutorial in 27, which deals with setting up a camera projection
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In this section we will exercise our knowledge of lighting as we practice on a small indoor scene The main focus of this tutorial is to establish the key light, a practical light, set up shadows, and learn some shortcuts and timesavers for faking shadows
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Open the scene called mcr8_ch20_indoor_startma from the DVD It contains a basic hallway scene with a table, lamp, and cup The hallway contains a window that will act as one of the main light sources in this scene The other main light source will be the lamp Therefore, we will have two key lights We ll begin with the sun Create a spot light and name it lSun In the view window, choose Panel | Look Through Selected Use the camera orbiting tools to position the light so that it points downward through the window in the hallway, emulating a mid- to late-afternoon sun, as shown here: Select the lSun node and load the lSunShape node into the Attribute Editor Set the color of the light to a warm color A yellow-orange color is suitable for this afternoon quality of light Turn on Enable Depth Map Shadow Render the image and evaluate the scene It should look like this: Let s soften the shadow just a bit Set the Filter Size on the lSunShape node to 6 This softens the edges of the shadow and removes the aliasing artifacts We can leave this light alone now and move on to the lamp light The lighting for the lamp will consist of a few tricks made up of several lights The first light will be a point light placed inside the light and act as a practical light source emitting from the incandescent bulb Choose Create | Light | Point Light and place the light in the center of the lampshade where the bulb should be Name it lBulb
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While the logical reason for this light would be to illuminate the indoor scene, we will instead use it to fake the color spill from the lamp shade onto the wall and surrounding objects Set the color to something reddish that matches the lampshade color If you do a test render, you ll notice that the scene is much too red We want the effects of lBulb to be subtle We can fix this, not by lowering the intensity, but by changing the way that the light falls off from its point of emission Set the Decay Rate of lBulb to Quadratic When you increase the Falloff attribute, you will need to increase the light s Intensity setting Set the Intensity to 50 Disable the Emit Specular attribute on this light A test render should look like this: Now we need something to cast shadows from the light bulb Using the existing lBulb would not be very efficient First of all, it is the wrong color to emit from the gaps of the lampshade Secondly, point lights make poor shadow casters because they create a total of six shadow maps We can instead fake the light and shadow casting from each end of the lampshade with a spot light Create two spot lights and place them inside of the lampshade One should point upward and the other downward Try to match their cone angle to the size of the lampshade, as shown here: Set the Intensity of the lights to something low, around 04 Enable Depth Map Shadows, set the Filter Size to 8, and do another test render Notice how the spot lights inside the lamp begin to cast shadows from the lamp s interior pieces, adding a greater depth to the overall lighting in the scene by breaking up any regularity Now we ll add some fill lights Again, we will use spot lights Create a spot light and name it lFill_01 Set the Intensity to 03, and change the color to something earthy, like a greenish blue Place the light so that it projects from underneath the scene Increase the Dropoff attribute so that we could never make out the cone shape Disable the Emit Specular attribute on this light
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