Wednesday, October 5, 2011

Lighting Test - Bedroom



For the moonlight coming through the window, I primarily used a spotlight with a light fog effect. I raised the density to 2.5 and on the color of the light fog, I added a 3D volume texture. I tweaked the noise type to 'perlin noise' and played with the threshold, amplitude, and frequency to get the look that I was going for. The shadows cast from the window frame are ray trace shadows with a 'light radius' of 1.0 and 'shadow rays' set to 80. The shadows start off sharp and increasingly become softer the longer the shadow is cast.

As for the ambient light of the room, I added several volume lights to allow the rest of the room to be seen in a subtle manner.





The 2 other images above are from the same angle, the only difference being that the lamp on the second image has a shader that creates a glow coming from inside and a more subtle glow on the outside of the geometry. This helps give the illusion of the lamp shade being a translucent material and the glow of a bulb. The light itself is a point light, done in a similar fashion to those used in the hallway scene. A volume light is used to add ambient lighting to the bedside table and the bed near the lamp.

I still need to fix the shader on the base of the lamp since it is absorbing way too much light. The floor should be brighter and more visible than it is right now.

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