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Pro/Engineer Wildfire

Advanced Rendering Extension


Lighting Techniques

Agenda
Light

Source Types

Light

Colour

Light

Placement

Light

Intensity

Shadows
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Point Light

Tips

and Techniques

2005 PTC

Overview
Proper lighting is perhaps the most important
aspect in achieving a clear, high quality
rendering

2005 PTC

Light Types
Ambient Light: Ambient light is generally used
in area where there is no direct lighting or in
areas that are shadowed. Ambient light has an
equal intensity and will light a scene evenly
(does not matter where it is in the scene).
Spot Light: A cone of light cast from a specific
location.
Light Bulbs: Light bulbs can be likened to a
point light. The light from a light bulb is emitted
from a single point and shines out in all
directions.
Distant or Directional Light: Directional lights
are similar to the sun. It does not originate from
a particular point but from a specific direction

Ambient

2005 PTC

Light Types Light Bulb


Light bulbs can be likened to a point light. The light from a light bulb is emitted from a single point and
shines out in all directions.
Hard and soft shadows can be cast
Light colour can be set
Location can be specified dynamically
Control of Intensity
Mainly used
Simulating lightbulbs
Instead of ambient light for interiors
For special effects such as lens flare
As secondary light sources

2005 PTC

Light Types - Spot


A spot light is a cone of light cast from a specific location.
Cone of light cast from a location in a specified direction
Location and direction specified dynamically by source and aim point locations
Hard and soft shadows can be cast
Can be localised using fall-off
Spot Focus = 100.
Control spot angle and focus
Light colour can be set
Control of Intensity
Mainly used
For special effects
As primary light sources
For highlighting areas on your model.

Spot Angle = 90.

Spot Focus = 1.

Spot Angle = 20.

Spot Angle.
Spot Focus.

2005 PTC

Light Types - Distant


Directional lights are similar to the sun. It does not originate from a particular point
but from a specific direction
Parallel rays of light as if from a distant source
Location independent
Direction vector specified dynamically by source and aim point locations
Hard and soft shadows can be cast
Light colour can be set
Control of Intensity
Mainly used
Used to simulate sunlight
As secondary light sources
Primary light for outdoor scenes

2005 PTC

Light Types - Ambient


Ambient light is generally used in areas where there is no direct lighting or in areas
that are shadowed. Ambient light has an equal intensity and will light a scene evenly
(does not matter where it is in the scene).
Used to approximate reflected diffuse light in a scene
Light colour can be set
Adds colour value to each pixel
Effect can be controlled from material reflectance
Too high a value washes out images

2005 PTC

Light Colour

Specify a name for individual lights.

Define a colour for individual lights.

Check to always display light


icons while in the light editor.

Some useful light colours


Light Source

RGB Value

Candle

255,147,41

40w Tungsten

255,197,143

100w Tungsten

255,214,170

Halogen

255,241,224

Carbon Arc

255,250,244

High Noon Sun

255,255,251

Overcast Sky

201,226,255

Clear Blue Sky

64,156,255

Warm Fluorescent

255,244,229

Std Fluorescent

244,255,250

Cool Fluorescent

212,235,255

Colour

2005 PTC

Light Placement
Lights can be dynamically dragged by moving the horizontal
lines, vertical lines, location point, aim point or outer sphere.
The aim point can also be snapped to geometry by selecting
the <SHIFT> key.
Light location.

Aim point location.

Lock lights to
the model

Dashed lines represent a light from behind the light sphere


Spot Light
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Light Bulb

Distant Light
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Light Intensity
Light intensity controls the strength of the light
Only seen in rendered image, not modelling window.

Modify Light intensity.


Enable light scatter
effect

Intensity = 0.5

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Intensity = 2.0

2005 PTC

Shadows
Controlling your shadows gives you the opportunity to add another level of realism
to your rendering. ARX provides you with the ability to create and adjust soft and
hard shadows. Soft shadows are always grey and opaque. They are more realistic
for opaque products but be careful not to make them too soft. Hard shadows are
translucent and can travel through objects. They will pick up the material color in
their shadow and these are useful for illuminating through transparent products.

Enable shadows.

Soft Shadows = 20
Threshold to control
Lens Flare Effect

No Shadows
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Hard Shadows

Soft Shadows = 100


2005 PTC

Shadows with transparent objects


When rendering transparent object it is worth noting that soft shadows are opaque whereas hard shadows are
translucent. This means that hard shadows will traverse through a transparent object, picking up the object colour
whereas soft shadows will not.

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2005 PTC

3 Point Light Key Light


Proper lighting is perhaps the most important aspect
in achieving a clear, high quality rendering.
In general you should start with no default lights,
and no global ambience. When you add your first
light, there should be no other light in the scene.
Toggle off the default ambient and default distant
light.

Use a spot light. (or distant light depending on scene)


Add shadows as preferred.
Intensity should be set between 1.2 1.5
Position between 15 45 deg horizontally
Position about 45 deg vertically

The next step is to define your Key light, this light


will be the dominant light in your scene and will
define the most pronounced lighting and shadow
effects. When you position this primary light a good
starting point is to place it either over you left or right
shoulder.

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2005 PTC

3 Point Light Fill Light


Fill lighting is generally used to brighten the image,
soften the primary light source and is similar to day
light or a light bulb in a room.
As always it is personal preference as to what
types of lights you will use as your secondary
lighting. Spot lights are used in many cases but if
you are a beginner spot lights can be more difficult
than say a distant bulb. Either one will suffice but if
you are looking for a quick and easy secondary
light a distant light is recommended.

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Position the light on your opposite shoulder to your Key light


Shadows may be added if required.
Intensity should be set between 0.1 0.5
Position between 30 60 deg horizontally
Position about 30 deg vertically

2005 PTC

3 Point Light Back Light


Back lighting will help create better edge definition
of your model in a scene. Place a light behind and
above your model, adjust the lights direction and
intensity until the desired highlights are visible.

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Position the light behind and above the model


Intensity should be set between 0.3 0.8
Use a spot or distant light

2005 PTC

3 Point Light
With all 3 lights added you get a clean and
dynamic illumination of the model.

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Tips & Techniques


Always add one light at a time.
When placing lights toggle off all other lights to see the sole effect of the light.
Start with the Key and Fill light add a backlight if required
Add further lights to highlight specific areas if required
Do not add too many lights as these will become difficult to handle and the image will become washed out
Keep the overall intensity of the lights between 2.1 2.5
Do not add shadows on too many lights as this will make the image confusing.
Add rounds/fillets to sharp edges to generate more realistic renderings
This presentation is purely a guideline. You will need to test and move lights around to get the desired effect.

No Fillets

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Fillets

2005 PTC

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