Part 4: Scene Lighting
Step-20 For lighting the
scene we will add two more lamps. You can either add new lamp
from the Toolbox
[Space bar] or duplicate
the original lamp. To duplicate first select the lamp then press
[Shift+D] and move the duplicate object to desired
position. Get in front-view
[Numpad1] duplicate lamp once and move it down to nearly
bottom of the original lamp.
Step-21 In top-view
[Numpad7], duplicate from
the last duplicated lamp, move it opposite but equi-distance
between Camera and the Vase. Keep it slightly off the straight
line with the camera, as this lamp will be used for highlighting
the side of the vase. Save your work.
Step-22 If you render the
scene now, you will see two bright spots on the floor, caused by
the two duplicate lamps. We don't want that and here is where
Blenders 'Layers' feature comes in. The layers button are
visible on the Menu-panel of the
3dView. Two layers
will be sufficient for our scene, to add a layer keep pressed
[Shift] and click on the
second layer.
By default we are always in first layer. Blender includes any
layer that is active or layer button pressed in the rendering,
just like any 2d paint program. Neat isn't it!.
Step-23 Select the floor
and the original lamp then press
[M](move to layer), in the layer pop-up push the second
layer button as you did in last step. Why you may ask that we
are using more than one layer. Well Blender allows lamps to
effect either 'local' layer or the whole scene, using this
feature we can remove those two bright spots in the render.
While we want the two duplicated lamps to affect the highlights
of vase.
Step-24 Select the
original lamp and in 'Shadow & Spot' tab enable 'Ray shadow' to
enable shadow generation, remember shadow casting should be
enabled only for original lamp. Select any duplicate lamp, press
[F5], in 'Lamp' tab click
'Layer' button also click 'No diffuse', repeat that for other
duplicated lamp. Save your work now and if you wish do the test
render.
Step-25 If you did a test
render you can see the render with nice shadow. Blender have a
GI or global illumination feature called, 'Ambient Occlusion'
this behaves much in the way natural light behaves, i.e. it also
takes into account light bounces among objects, and this makes
the scene more realistic. But for same reasons this make its
computation intensive so if you have slower processor you might
have to sit for long time as the rendering completes.
Step-26 We will now go to
World buttons to enable AO. Press
[F8] and in the
World buttons goto
'Amb occ' tab and enable the 'Ambient Occlusion'. Here enable
'Use distances' and increase the 'DistF' value to 2.000. Press
'Both' button. Set 'Energy' to .80 and 'Bias' to .010. Render
the scene. Most probably you will see noise in the rendering
when it is finished. Depending upon you system capability you
can increase the 'Samples' in AO tab. for this scene it was set
to full at 16.
Step-27 Our work is ready
for rendering. We just need to tweak the rendering options to
get good results. Press [F10]
and in the 'Render' tab enable OSA and increase the value to 8.
The OSA or oversampling or anti aliasing make the jagged edges
in the render smooth and increase the quality of the image. If
you want to increase the size of rendering then go to 'Format'
Tab and input the values manually. Also here you can change the
format for saving the rendered image. After you are done press
[F12] for final render.
After rendering press [F3]
to save the image, and remember to input the proper extension,
as Blender does not adds the extension automatically.
The scene with AO enabled. The image textures and the source
blend file can be downloaded from the downloads section.
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