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Thanks for the links and tips..will check them out. These graphic game
designers were explaining that:
1) The first light is a point light, bright and up high
2) The second is an area light, no shadows, slightly warm and at a 45 degree
angle to the first.
3) Third is another point light (I think - but this could be a spot light),
from the rear of the object - in this case a space craft, cooler color,
bright again and up high too.
Will investigate the links to see if a specific tutorial exists on the
(in)famous three light method.
BTW - is there such a thing as a *standard* natural light setup?
Thanks,
Mark
"Ken" <tyl### [at] pacbell net> wrote in message
news:38C78E57.903522E1@pacbell.net...
>
>
> Mark wrote:
> >
> > Hi,
> >
> > Very new Moray/POV-Ray user here with a large headache from trying to
figure
> > out the correct lighting setup for some computer game graphics
(spaceships).
> > I am a artistic imbecile to begin with so I talked to some professional
game
> > designers and they were talking about the 3 light method for lighting a
> > scene. Involves different light types, angle/placements and ambiance
> > (warmth/coolness) of the light source. Hence, the very large headache I
> > have<g>.
> >
> > I am throwing myself on the mercy of this newsgroup in the hopes that
> > someone can point me to a tutorial on lighting. Something for the
beginner
> > if possible but can tackle anything if it is good.
> >
> > Thanks,
> > Mark
>
> Since I am not familiar with the famous 3 light method about the best I
can
> do for you is to point you to the links page at povray.org where several
> sites are listed offering tutorials. Which of those have lighting
tutorials
> will have to be investigated by you. Quite a while ago I wrote a small FAQ
> on the tutorials available for POV-Ray and posted it in the announcements
> group on this server (it's a bit out of date but most of them should still
> be available). It will give you a better idea of what the various
tutorials
> concentrate on in particular.
>
> http://www.povray.org/links/3D_Tutorials/
>
> One other site I can recommend that may help you out is a 3D tutorials
> links page that deals with many different programs besides just POV-Ray.
> You may be able to find some gaming tutorial links from there that will
> better explain this three light scenario you mentioned.
>
> http://www.execulink.com/~drew/
>
>
> I suspect the three light method is where you use one point light near
> the location of the camera. This one will ensure that the objects that
> face the camera will always be visible.
> A second light is placed to give you accurate shadows in your scene.
> The placement of this one will of course depend on what mood you need
> to obtain. Again this would probably be a point light but may also be
> an area light type.
> The third is the one I am not sure where it would be located or what
> type. I would hazard a guess that it would be an overhead area light
> to help fill in the lighting for the rest of the scene and to help
> soften the shadows a bit.
> I have also heard that using different colors for your lights and
> where they are located is an important consideration. Even though
> for the most part you want to control the color of your scene on
> an object by object basis I seem to recall the use of a camera
> positioned blue colored light source has some merit for more than
> artistic reasons. I forget why this is (it might be a hold over
> from the movie industry).
>
> To be honest with you I usualy shoot for what looks best for a
> particular scene and probably break all of the rules as I do it.
>
>
> --
> Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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