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Task: Texturing and lighting book to recap part of the linear workflow processes.

Exporting the UVs

• Select the UV shells >


go to image > down to
UV snap shot.
• Set file directory >
image format to tiff >
and size to a 4K map
(4096x4096). > hit
apply.
Setting up the Cameras.

• Create > camera > set image size preset to HD_1080 in render settings. > name Shot_Cam_1
> frame book in Shot_Cam_1. > repeat process for second camera name Shot_Cam_2.

Shot_Cam_1 Shot_Cam_2

• Turn cameras off in viewport > go to show >


untick cameras.
Adding Light.

• Then go to the Arnold tab > lights > area light > move back from center of the grid > then go
to create > locator >this will help direct the light to a set position.

• Connect locator to area light > go to rigging menu > to constrain > down to aim and click box
for options.

• Then in the options set aim vector be


0, 0, -1.
• This will enable the light to now
constantly point to the locator.
• NOTE: when constrain make sure to
select the locator then the light as you
want the locator to control the light.
• From there name light Key_Light and
locator Key_Locator. > select both and
group > lable group Key_Grp.
Duplicating/Setting up Lights and Adding a Surface Shader.

• Snap (V) locator to center of book


surface.
• Then duplicate light by going to edit > duplicate special • From there select the key light
(options) and set to duplicate input graph. > this will copy the <scale up and position > in
light and locator with it’s connects intact. attributes set exposure to 10 and
• Rename new light groups to fill and rim > make to change the samples to 3.
locator and lights names to correspond with group name. • Then smooth model.

• Then assign aiStandardSurface to book and


ground plane > name Base Shader > bring
colour and specular weight down > bring up
roughness.
Setting up Other Two Lights.

• Similar process for other two lights > snap fill locator to book surface > move Fill light to top left corner of book > set
exposure to 8 > samples to 3 .> scale light up to a third of the key light.

• Snap rim locator to book surface > move rim light to top right corner of book (opposite key light) > set exposure to 8 >
samples to 3 .> scale light slightly.
Sorting Out the Lights Linking.

• From there we need to


remove the rim light on the
floor so that it’s only on the
book; to do this we can used
light linking.
• Go to rendering tab >
Lighting/ Shading > light
linking editor > light centric.
• Select rim area light in light
sources > deselect ground
plane in illuminated objects
> light on floor now gone.
• From there brighten Key light
slightly > go to its exposure
set to 10.5.
• Render and export as an EXR
file.

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