Unhatched Lighting Requirements and Research.

Here are the revised lighting requirements for Unhatched:

9 am spring. This was revised after it was found out that birds do not lay eggs in the Autumn/winter so the visual research needs to be changed.

Here is the research that I’ve done on the Physical Sun and Sky option.

These shaders can be found in two separate locations in Maya- mental ray tab within the Hypershade or in the Render Globals. It’s easier to set it up in the Render Globals by choosing the Physical Sun and Sky option. This attaches the sun and sky nodes together with a mia_simple_exposure camera shader.

Mia_physical_sky node.

Multiplier: this is the intensity, so if I do a light test for Unhatched and it’s too dark then I can use the multiplier to brighten the render.

Below this there’s something called the RGB conversion, there are 3 channels for this one for the red, green and blue channel. The main reason for adjusting this is for the mia_exposure_photographic shader, this shader provides more control over the exposure, iso etc this basically gives you the controls of an SLR camera. I intend on using this mia_exposure_photographic shader so i will need to change the RGB conversion for when I add this shader. The Physical Sun and Sky option adds a mia_exposure_simple shader which is not as advanced, and these current values do not need to be changed.

Haze– this controls the amount of medium that’s in the environment, so this would shift the light to either the red spectrum or the blue. This only requires a small amount of adjustment. This can be applied to Unhatched to give the render a cooler tone, which is what Tom wants because the morning is meant to have a fresh temperature, so I would shift the haze to the blue spectrum.

Red/blue shift– this counter acts Haze. This is one of the options where a little bit of change can make a dramatic difference. In terms of application for unhatched I don’t see any point in using both haze and red/blue shift at the same time, it would only be one I would use.

Saturation– controls the overall strength or coloration of the environment. Application: at this stage of research, I cannot tell whether this would be of any use for Unhatched. So I need to experiment with this option and see its effects in Maya.

Horizon height– controls the cut off point of where the sky meets the horizon of our physical sky shader. The horizon height will have an effect on the overall colour or the image. Application: I would expect the horizon height to be quite low for Unhatched so that the tree(s) can be in focus.

Horizon blur and Ground Colour: controls the blur line that will happen between the sky and horizon. The ground colour controls the colour of the horizon below the sky- can emulate grass which is great for Unhatched.

Sun Disk Intensity: controls the visibility of the inner disk of the sun

Sun Glow Intensity: controls the out glow of the sun. A useful tip is that you can reduce the glow intensity in order to see what you’re doing when controlling the sun disk intensity.

Sun Disk Scale: controls the size of the inner disk. Application– these 3 options will be used for the scale and intensity of the sun, and will allow me to control how visible the sun will be in the Unhatched shots.

Use background- allows the use of a custom background. So in Unhatched if Tom had a matte painting or a photo that he’s taken, we can use this option to add this in to the background and use the physical sun and sky to change the direction of the sun.

If I need to brighten up the photo, then I can use a multiply and divide (M/D) node, connect the texture to input 2 of the multiply and divide node and connect the M/D node in to the texture area of the mib_lookup.

Mia_Physical_Sun Node.

  • This is useful for realistic out door scenes, so I would probably need to tweak the settings in order to give it a more stylised lighting look for Unhatched.
  • Found inside the mental-ray lights tab.
  • Can be connected to a maya light, but it’s easier and quicker to create a physical sun & sky in the Render Globals.
  • Rotating the main directional light can give us a decent representation of the time of day.
  • There are only a few controls for the Physical Sun because these are mostly controlled by the Physical Sky.
  • Shadow softness– softens shadows, the softness/harshness can give an impression of the scale of the environment. Softer= bigger environment.
  • Samples– the more samples reduces the noise but increases the render time. Application: so I would use low level of samples during the tests, and then increase them when finding the right balance between quality and render time.

Visual Research that I’ve done.

One of the things that I liked about all of these images are the soft illumination and shadows. In addition the with two of these images in particular, the shadows are quite long which would indicate the light is low in the sky, which is to be expected for a summer morning.

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About thekidtrodd

I am a Computer Animation student studying in the UK. I'm in my 3rd and final year of my degree. I am also an editor and photographer for Casio.
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