A Sky Portal is a 3ds Max Design light
object that gathers the sky light (as opposed to direct sunlight)
generated by the Daylight system. It then directs the light flow
through selected objects, such as doors, glass doors, and windows,
so the interior of buildings can be illuminated.
Set up the lesson:
- Continue working on your own scene file,
or open the scene file med_villa_lighting_skyportals.max.
Render the scene for later comparison:
- Activate the Camera-Terrace viewport, and render the scene.
- On the Rendered Frame Window, make a clone of the image.
- Minimize the two Rendered Frame Windows.
Isolate the windows and doors:
- On an empty area of the main toolbar,
right-click and choose Layers from the pop-up menu.
3ds Max Design opens the Layers toolbar.
- Choose Doors & Windows from the drop-down
list of layers.
- Click (Select Objects In Current
Layer) to select the doors and windows.
- Right-click any viewport and on the quad
menu, choose Isolate Selection to display only the selected objects.
- Activate the Camera-Terrace viewport,
press P to switch
to Perspective view, then navigate with (Pan) and (Field-Of-View) until all
the windows are clearly in view.
- Orbit the view so that the
windows and doors face you, as shown in the next illustration.
- Press Alt
+ W to maximize the Perspective view, then press F4 to view Edged Faces.
TipMove the Isolated
Selection dialog and the Layers toolbar to a corner of the viewport
where they don’t obscure any geometry.
Add the Sky Portals:
- On the Create panel, click (Lights). On the Object
Type rollout, click “mr Sky Portal” to turn it on, then turn on AutoGrid.
- In the Perspective view, create the first
Sky Portal by dragging diagonally from the lower-left corner of
any window to the upper-right corner, until the entire opening is
covered.
TipWhen you create a
Sky Portal, make sure that the Z axis of the AutoGrid grid is perpendicular
to the glass pane of the window or door, as shown in the illustration.
- Repeat the previous step for every door
and window object in the scene, except for the PivotDoor02 object (it
is second from the right in the upper-right corner of the viewport).
- Orbit the Perspective view
so that the windows and doors are visible from their sides, as shown
in the next illustration.
The yellow arrow for each SkyPortal object indicates
the direction of the light flow, or flux. Because you used AutoGrid
to place the SkyPortal object on the exterior face of the doors
and windows, the light flux arrows point in the proper direction,
into the building. (If you created the Sky Portal from the inside
of the building, you would have to reverse the light flux either
by rotating the window/door, or turning on Flip Light Flux Direction
on the “mr Skylight Portal Parameters” rollout.)
- Orbit the scene again until
the PivotDoor02 object is facing you.
Create another Sky Portal object by dragging across this door.
- Orbit the scene one last
time so that the sides of the doors and windows are visible, as
shown in the next illustration. The PivotDoor02 object
should have its light flux direction pointed in the correct direction:
into the room from the opposite side of the building.
Adjust the Sky Portal settings:
- Select any Sky Portal object
you created by clicking its yellow light-flux arrow.
- Go to the Modify panel.
Each Sky Portal has an
“mr Skylight Portal Parameters” rollout. The Multiplier control
on this rollout lets you boost the amount of light transmitted by
the Sky Portal. For now however, leave the Multiplier set to 1.0.
You do not need interior shadows for an exterior
shot when viewed from a distance. Also, turning off Shadows helps
to reduce render time. If you had created a single Sky Portal, you
could turn off the Shadows toggle here; but since you’ve created
several Sky Portal objects, it is easier to use the Light Lister.
- From the main menu choose Tools Light Lister. In the
Light Lister dialog Shadows
column, turn off Shadows for each mr Sky Portal object in the scene.
- Close the Light Lister.
- Click Exit Isolation Mode.
If 3ds Max Design opens a Select Camera dialog,
choose Camera-Terrace and then click OK. Otherwise, click the Perspective
viewport POV label and choose Cameras Camera-Terrace.
- Press F4 to
return to regular shading mode.
Render the terrace to see the effect
of the Sky Portals:
- Render the Camera-Terrace
viewport and compare the result with the rendered frame you cloned
earlier in this lesson.
The result is subtle, but improved. The window
and door openings are slightly lighter because now the Sky Portals
are channeling sky light into the villa.
You can understand the effects of the Sky Portals
better by looking at the villa from the inside.
View the sky portal effect from the interior
of the villa:
- Switch the Camera-Terrace viewport to
a Camera-Interior view, then render the scene.
Because scene exposure is set to outdoor conditions,
the outside portion of the scene is properly exposed, but the interior
is too dark. You need to adjust the exposure setting to compensate
for the lower light of the building interior.
- On the
Rendered Frame Window, click (Environment And Effects
Dialog (Exposure Controls)) to display the Environment And Effects
dialog.
- On the mr Photographic Exposure Control
rollout Exposure
group, make sure Photographic Exposure is chosen, then set Shutter
Speed to 125.0 (1/125 Sec.).
Keep the Environment
And Effects dialog open for now.
- Make a clone of the rendered frame,
then click Render to render the scene again.
The slower shutter speed is now permitting more
light to enter the camera, resulting in a better inside exposure.
You can further improve the interior lighting
by increasing the number of bounces to each ray of light entering
the interior.
- Clone the current rendered
frame. In the Rendered Frame window mental ray controls, change
the Final Gather Precision to Low, and increase the value of FG
Bounces to 2.
- Render the interior view
again and compare the result with the cloned frame.
- Close the earlier cloned
frames, then make a new clone of the
most recent rendering.
If you wish, you can
take things further by dragging the Final Gather Precision and Image
Precision slider bars to the right. Keep in mind that the greater
the precision, the slower the rendering time.
For this interior scene, it is appropriate for
the door’s Sky Portal to cast shadows. This is because room illumination
would ordinarily be affected by shadows cast by the door frame.
- Select the Sky Portal object
by clicking its gizmo in the center of the door. On the “mr Skylight
Portal Parameters” rollout, turn Shadows on.
- Render the scene again.
If you compare the result with the cloned rendering,
you can see that the shadows where the walls meet each other, and
where they meet the ceiling, are wider and darker than they were
before.
- For the selected Sky Portal, turn Shadows
off again.
- Change the view back to Camera-Terrace.
- On the Environment And Effects dialog,
set the Shutter Speed back to a proper exposure for the outdoor
scene, which is 512 (1/512 Sec.).
Save your work:
- Save the scene as my_villa_skyportals.max.