Faking Global Illumination with
point lights
This
handout will explain how to use point lights to light a scene and give it the
same look as using global illumination. The overall quality is similar, it is
easier to do, and best of all, it renders faster. I used a night time kitchen
scene from a short film I am working on to create this handout. The final image
is shown below (Fig. 1).

Fig. 1
The above
image is not finalized yet. There are still some things I need to work out such
as the hotspots in the ceiling and certain shadows, but this will give you a
good idea as to what lighting a scene using this method can do for you.
Now we can
get into how this is done. First, let me say that I learned this method from an
excellent book I have; Maya 5 Killer Tips. If you have the money, I suggest you
buy it. Anyways, let’s start lighting.
The first
thing we need to do before we even start with the lights is set the render
globals. Open the render global window and set the following (Fig. 2).

Fig.
2
Now that
you have set all of those options, go to your perspective view and go to View > Camera Settings > Resolution
Gate (Fig. 3). You will then see a green box which will allow you to frame
your render (Fig.4).

Fig. 3 Fig. 4
Once your
render view is set I suggest creating a new camera to work with. This way you don’t
change you set view. Just go to Create
> Cameras > Camera. This will give you another camera called camera1
listed under the panels > perspective in each of your four views. I use this
new camera to place lights and look at objects this way my render view I set is
not changed on me.
Now we can
start adding lights. Like I said, we are going to use nothing but point lights
to do this. Then at the end you can add spot lights or whatever light you want
for effect. This is how the lights will
be set up.
To start,
create a point light, position it, and go to its attributes and
set the following. (Fig 5 – 6)
I suggest having three rows of lights. My light source
is the moon outside the window, so I set the left side lights to cast
shadows down and to the left. The right side; down and to the right. The
middle; down and forward. This will help simulate one light source. Since this light is one the left I told it to cast
shadows using the +X axis and –Z axis (down and to the left).

Fig. 5

Fig. 6
Now,
normally when you add a light you test render it to see the resulting effect.
In this situation we will not render until all lights are added. Because the decay
rate is set to cubic, even 10 lights will have little to no effect on the
scene. Now, take the point light you created and duplicate it 5 more times and
move it so it is set like figure 7 below.

Fig. 7
This will
act as a base light set up. Right now I duplicated the left side lights so all
the lights are casting shadows down and to the left. So now we need to change
each row of lights appropriately. So, go light by light and change the shadow
direction to the following (Fig. 8)

Fig. 8
The arrows
represent the following directions.
This
basically says that column 1 will cast shadows down and to the left. Column 2
and 3 will cast shadows down and forward and column 4 will cast shadows down
and to the right. This will simulate one light coming in from behind.
Now all we
need to do is duplicate all of the lights and move them forward a little. Then
continue to do this until the room is filled (Fig. 9).
NOTE: Remember, you may have to
move or delete lights later if they are too close to objects.

Fig. 9
You can
see the room is filled with lights. Now we can test render to see the results
(Fig. 10)
NOTE: I already added a spotlight
outside the window to simulate the moon which is my main light source.

Fig. 10
You can
see I marked the flawed areas.
Now we
need to go back in and correct some lights. Figure 11 below shows the original
set up all lined up in rows which gave us the above results. Figure 12 shows
how the lights were changed to correct the hot spots and dark areas.

Fig. 11 Fig.
12
I don’t know
how well you can see it, but I moved some of the lights in the back row closer
to the back wall and cabinets to help light that a little better. I then moved
and deleted lights around the table and chairs to eliminate some of the
hotspots. Once I finished that I test rendered and got the following results
(Fig. 13).

Fig. 12
After
moving the lights I still have the hotspots. So a good thing to do is try moving the lights first. If that does not work, then
delete some of the lights causing the hotspots. I deleted the lights causing
the hotspots on the chairs and moved the lights causing the hotspots on the
counter. I chose not to delete those because I need the light on the back wall.
Once again render it and check the results (Fig. 13).

Fig. 13
Now all
the hotspots are gone and I have a nice soft light to the scene. On a side
note, this entire scene renders in less than 3 minutes. No calculating photons
or light emission like in global illumination. It is a fast effective way to
get a nice look to your scene with minimal light linking needed. All of the
point lights are effecting everything. The only linked
lights are the few extra spotlights I added for effect.
Below is a
few renders of different views. (fig 14 – 16)

Fig. 14

Fig. 15

Fig. 16
Everything
is well lit with a soft subtle light. This really helps create a night time
feel. Of course this could be used for any time of the day with any lighting
scenario.
As always,
if you have any questions, just ask.
607-587-4694