The lights for the deck
area are mounted in six lamp posts around the pool. Setting them
up is not much different from setting up the other lights, except
that these are fluorescent lamps that cast shadows from a rectangular
area, so the orientation of the light objects becomes important.
Also, because of the large fixture size, you will use a self-illuminating
material, and later a Glare shader, to improve the realism of the rendered
scene.
Set up the lesson:
- Continue from the previous lesson.
Add fluorescent lights for the deck around
the pool area:
- Activate the Top viewport, and zoom out around the swimming
pool so you can see all six lamp post objects, as shown in the next
illustration.
- Press H to
open a Select From Scene dialog, click to highlight LampPost01, then click
OK.
NoteIf the dialog highlights all six lamp posts,
choose Select
Select
Dependents to turn off this option.
- Right-click the viewport and choose Isolate
Selection from the quad menu.
- Activate the Camera-Terrace viewport
and press P to change
to a Perspective view.
- Click (Zoom Extents) to get a
closer look at the lamp post. Continue to zoom in until the light
panel is clearly in view.
- Change the Camera-Hi-Point viewport to
Left viewport.
- Zoom in to the top of the
lamp post object in the Front and Left viewports as well.
- On the Create panel, click (Lights). On the Object
Type rollout, click Free Light to turn it on, and turn on AutoGrid.
- In the Perspective viewport, click once
in the center of the light panel to place the light object on its
surface. Turn off AutoGrid when you’re done.
Set the light properties:
- Go to the Modify panel. On the Templates
rollout, open the drop-down list and choose 4ft Cove Fluorescent
(Web).
By default, this type of object emits light
as a point. However, you want the object to emit light in a rectangular
area that corresponds to the geometry of the panel on the lamp post.
- In the Shape/Area Shadows rollout Emit Light From (Shape)
group, choose Rectangle from the drop-down list.
- Drag the Length and Width spinner arrows
until the rectangular bounding box matches the dimensions of the
lamp post light panel.
Use the Top and Left viewports to check your
work. Use (Select And Move) to adjust
the position of the light object if you need to.
Before you move the light,
go to the main toolbar and choose Local as the reference coordinate
system.
- Activate the Front viewport and use (Select And Move) to move
the light object downward slightly, toward the lower surface of
the fixture.
- Click Exit Isolation Mode, click the
Perspective viewport label and choose Cameras Camera-Terrace.
Clone the original fluorescent light:
- Activate the Top viewport, press Shift+Z to return to the view of
all six lamp posts, then use (Select And Move) to Shift+clone the light object to
the neighboring lamp post, as shown in the next illustration. (If
you changed the reference coordinate system to Local, change it
back to View before you Shift+clone.)
Make the cloned light an instance of the original.
- In the Top viewport, Ctrl+click to select the first light
(both deck lights should be selected), and then on the main toolbar,
click (Mirror).
- In the Mirror dialog Mirror Axis group, make sure X is chosen.
In the Clone Selection group, choose Instance.
- In the Top viewport, move the cloned light objects to
the lamp posts on the opposite side of the pool.
- Activate the Front viewport, and zoom in to the top of the
lamp posts.
- Drag the two new lights along X axis
until they approach the lower surface of the fixture.
Add the lights on the lower side of the pool:
- In the Top viewport, Shift+clone
the light objects to the mid point between the two remaining lamp
posts, as shown in the next illustration. Make the clones instances,
again.
- On the main toolbar, turn on (Angle Snap Toggle).
- Rotate the lights’ position
by –90 degrees about the Z axis.
- Move the lights on their
Y axis until they are in line with the two remaining lamp posts,
as shown in the next illustration.
- Move each light individually
on its X axis until the light is repositioned inside the corresponding
lamp post.
- In the Left viewport, zoom in to the light objects you
just repositioned.
- If you need to, move both lights along the
X axis until they are near the front edge of the fixture.
- Change the Left viewport back to a Camera-Hi-Point view.
Render the scene to check the illumination:
- Activate the Camera-Terrace viewport
and render the scene.
With the addition of these latest light objects,
the time it takes to render the scene has increased considerably.
The area around the pool is now illuminated,
but the scene remains under-lit. The intensity of the fluorescent
light objects needs some adjustment.
- Minimize the Rendered Frame Window.
Fine-tune the fluorescent illumination:
The fluorescent light
objects you created for the pool deck emit a light intensity that
corresponds to their product specifications. However, you have the
option of overriding this setting. Here, you will increase the intensity
to provide added illumination.
- Select one of the fluorescent
light objects.
- Go to the Modify panel. In the Intensity/Color/Attenuation
rollout Dimming
group, double the value of Resulting Intensity from 100 to 200.0 percent.
- Activate the Camera-Terrace viewport
and render the scene.
Because the light objects were cloned as instances,
all lights are affected by the change to the Resulting Intensity
setting. The amount of available light in the scene has greatly
increased, rendering the shadows cast by the floor vase and diving
board in greater detail.
The scene is almost complete, but one flaw remains.
The frosted glass panels that cover the lamp posts are not glowing
as they should, considering that the lamps are the major source
of your outdoor illumination.
Make the lamp post fixtures self illuminating:
- Open the Slate Material
Editor.
A lot of materials are
already in the active View1 view, so you’ll create a
new view for editing the Glow material.
- Right-click the blank area next to the View1 tab,
and choose Create New View. Name the new view Glow Editing,
then click OK.
Glow Editing becomes
the active View.
- In the Material/Map Browser panel at
the left, open the Scene Materials group, locate the Glow material, and
drag this entry into the Glow Editing view. When 3ds Max Design prompts
you to create either a Copy or an Instance, make sure Instance is
chosen, then click OK.
Glow is a mental ray Arch & Design material.
It is used by the shades for the balcony lights, and also by the
glass panels in the lamp posts around the swimming pool.
- Double-click the Glow material node
so you can see its parameters in the Parameter Editor at the right.
- On the Self Illumination (Glow) rollout,
turn on Self Illumination (Glow).
The controls in the Color group lets you specify
the color of the glow material, but leave default filter color of
white unchanged.
In the Luminance group, choose Physical Units
(cd/m2). If you later choose to
add lighting effects such as Glare, you can adjust this value to
fine-tune the result. For now, leave the setting unchanged, at 1500
candelas per square meter.
- In the Glow Options group, turn off Visible
In Reflections.
Since the rendered image already shows some
reflectance of the lamp posts, you don’t need this option. The other
option in this group, Illuminates The Scene (When Using FG), turns
a self-illuminating material into its own light source. But the
lamps already have their light objects in place, so any additional
illumination from the Glow material is unnecessary.
- Render the Camera-Terrace viewport.
The light sources in the lamp posts now look
illuminated. On the other hand, their edges look too precise for
light sources: They should have the glare that you see on streetlights
and other nighttime outdoor lighting. You can correct this with
the mental ray Glare shader.
Add a Glare effect:
mental ray provides a number of special effects designed
to give light objects added realism. Here, you will add a Glare
effect to the lights in the villa, to simulate their interaction
with dust particles and ambient humidity.
- Click (Render Setup). On the Render
Setup dialog, go to the Renderer tab. In the Camera Effects rollout Camera Shaders group,
turn on the Output shader toggle.
As the shader button
shows, mental ray provides a Glare shader as a default shader for
camera output, but by default this shader is turned off, so you
have to enable it “by hand.”
- Open the Slate Material Editor, and
move it so you can see both dialogs.
- In the Material/Map Browser panel on
the left, navigate to the Sample Slots group.
- Drag the Camera Shaders Output button from the Render Setup dialog
and drop it onto an unused sample slot. The sample slot shows a
red bar across it when you are able to drop the map.
3ds Max Design asks if this
should be an instance or a copy. Make sure Instance is selected,
and then click OK.
- Close the Render Setup dialog.
- Drag the sample slot with the Glare shader
into the active View.
Once again, 3ds Max Design asks
if this should be an instance or a copy. Make sure Instance is selected,
and then click OK.
- In the active View, double-click the
Glare node so you can see its parameters in the Parameter Editor
panel to the right.
- On the Glare Parameters rollout, change
the value of Spread from 2.0 to 0.25.
- Close the Slate Material
Editor.
- Make a clone of the existing rendered
frame, then render the scene.
Compare the two images
to see the Glare effect. This effect is most pronounced on the lamp
posts for the deck, but it is also noticeable on the balcony light
that is not hidden by the pillar.
- Close the Rendered Frame
Windows.
Save your work:
- Save the scene as my_villa_nighttime_pool_and_deck.max.