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Playing with Light
Introduction
This lesson is an extract from our Creating Digital Studio Look Development Environments course, tutored by Jahirul Amin. If you are a new or experienced 3D/VFX Artist who wants to create your own look dev setups, make sure to check it out.
…and if you’d like to check out the HDRI lights and have a play with them in the digital realm, you can find them here:
1001. Introduction to Real-World Lights
To kick things off, Jahirul will introduce you to the lights we’ll be playing with.
1002. Elinchrom Rotalux Square Softbox
Here, we will focus our attention on the Elinchrom Rotalux Square Softbox.
1003. Elinchrom Rotalux Octogon Softbox
Sticking with the Elinchrom Rotalux, let’s play with the Octogon.
1004. Elinchrom Indirect Lightmotiv Softbox
…and now we’ll have a look at the Indirect and retangular shaped softbox.
1005. Panel Light, Spot Light and PavoTube
Moving away from the Elinchrome lights now, we’ll see how a panel, spot and pavotube affect our subjects.
1006. Assessing the Reference
With all the photos captured, let’s assess the results.
1007. Testing our Light Maps
In this lesson, the reference has been converted into a series of HDRI light maps which we will now test in Maya.
1008. Bounced Light, Ramps and Gels
And lastly, let’s explore how we can use a variety of techniques to push out lights.
Look Development and Lighting Training
For more information on all things real-time related, you can check out our courses here:
- Creating Digital Studio Look Development Environments 1001
- Introduction to CG Tools and Techniques 1001 (lesson 03, 04 and 08)
The Connection Programme
If you are a fan of mixing science with art, or maths with creative thinking, then join our Connection Programme, where we’ll be exploring VFX, animation and games from the core fundamentals:
Links
- HDRI Light Set 1004 – This is a set of 12 HDRIs captured from real-world lights that you can use as textured light sources in your CG scenes. The HDRIs are provided as 32bit ACEScg exr (4096 x 4096) files and should be suitable for all renderers. Just attach them to an area light, a mesh light or to an emissive shader, and hit render.
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