Light Linking using three point lighting:

 

My name is Larry Neuberger and I am a professor at Alfred State College in Alfred NY. I created these handouts to use in my classes and most of my students found them to be helpful. I now decided to submit them to be published on the web hoping they can help others as well.

 

Light linking is the art of using multiple lights to create the illusion of one. I normally start with a three point lighting scheme (which I will cover later) and then add lights were needed. Linking a light to an object or objects will allow you to control what that light affects. This sounds complex but will make more sense as we get into it later. For this example I will use two tires I created for a car I am working on. (Fig. 1)

 

Fig 1.

 

NOTE: IT IS IMPORTANT TO NAME ALL LIGHT AND OBJECTS BEFORE YOU START LIGHT LINKING. You can group objects and name them or name all individual objects. But remember to name everything.

Like I stated earlier, I am going to start with a three point lighting scheme. This is where we use three light to initially light the scene (key light, fill light, back light). For more information on three point lighting, go to http://www.3drender.com. That is an excellent source for lighting information.

 

To start I added one spotlight (key Light) which will be used as my main light source (Fig 2 - 3). This light will be the one to illuminate everything and cast the objects shadows. Then I positioned the light to the angle I wanted. Once the light is positioned, you can change where it points to by pressing the show manipulator button, or T on your keyboard. This will give you a second manipulator, which acts like a target. Just drag this manipulator where you want the light to point to.

 

 

 

    

Fig 2.                                                                     Fig 3.

 

 

After the light is positioned I would adjust it’s attributes and turn on the shadows like explained before. Then test render to see the results. (Fig 4.) You could also play with the decay of the light. With no decay the light lasts forever. By using the various decays (linear, quadratic, and cubic) the light will die out faster but create a softer light. See fig. 5 to compare no decay with a decay turned on.

 

    

Fig 4.                                                                     Fig. 5

 

In comparing figures 4 and 5 you can see figure five is darker but a little bit softer. Figure 5 has a linear decay turned on with an intensity of 10. Experiment to see which lighting fits your needs best.

 

By looking at the initial render (fig. 4), you can see the backs of the objects, which are facing the viewer, are completely black. Now as in real life, nothing is completely black on the dark side. So we now need to link extra lights to the different objects to backlight them. So we will now create our fill light. The fill light comes in from the opposite side of the object, at a lower intensity that the key light, to lighten the other side of the objects. When using three point lighting, or light linking, the main light should have the highest intensity and cast shadows. Every other light you use should have a lower intensity and not cast shadows. This is what I was talking about when I said we will use multiple lights to create the illusion of one.

 

Create a new light and position it so it is facing the dark part of the cylinder. (Fig. 6) Then adjust it so the light is somewhat dull; I used .25 for the intensity. We may or may not have to link this light so I would render it to see if it is needed. (Fig. 7)

 

    

Fig 6                                                                     Fig. 7

 

The render looked nice as is so we will not link any lights yet. You can see in figure 7 that by adding the fill light, we brightened the opposite side of the tires a bit so we can see more detail. Now we can add the last light in the three point lighting scheme and start light linking. The last light is the back light. This is a light coming from behind and above the object/s. This is mainly used just for highlights. I will now add a directional light above and behind the tires (fig. 8). Then I will test render to see if I like it or want to link it. (fig. 9)

 

NOTE: I USE MY OWN PERSONAL PREFERENCE FOR LIGHTS. IT IS UP TO YOU TO DECIDE WHAT LIGHTS YOU WANT. YOU DO NOT HAVE TO USE SPOT LIGHTS AND DIRECTIONAL LIGHTS LIKE I DO, I JUST FEEL I GET A BETTER RESULT THIS WAY.

 

    

Fig 8                                                                Fig 9

 

Now the three point lighting is done and you can see the effect it has. The directional light gives some mice highlights on the top of the tires and rims, the fill light brightens the back parts just a little, and the key light generates the overall brightness and shadows. Now we can start light linking. Basically, light linking will allow you to add lights and have them affect specific objects. So now we can go through the scene and see what areas are too dark and lighten them up. We can look at figure 10 and see what needs to be lit.

 

Fig. 10

 

By looking at the figure above we can see the rotors and insides of the tires are black. So we need to add a couple of lights to brighten them a little to give it a more realistic look. I will start with the rotor on the front tire. I will add a spot light and position it to face the rotor (fig. 11).

 

 

    

Fig 11

 

 

Now we are ready to link that light to the rotor. You will now see why naming objects is so important. To link lights we need to open the relationship editor. Go to window > relationship editor > light linking. You now have two options, light-centric and object-centric. Light-centric is when you choose a light and then select what objects it affects. Object-centric is when you select an object and then choose what lights you want affecting it. They both do the same thing and it is a matter of personal preference which you use. I prefer light-centric so we can choose that (fig. 12 – 13).

 

     

Fig. 12                                                                           Fig. 13

 

Figure 13 illustrates the light linking window. On the left is our lights; on the right is our objects. You can see now why naming all of your objects is important. If all of this was not named it would be listed as spotlight1, 2, and 3, then lofted surface 1, 2, 3, etc……. Now that everything is named it will be easy to select everything and link our lights appropriately in a fast efficient pace. To use the light linking window, select a light and you will see everything it affects is highlighted on the right (fig. 14)

 

Fig. 14

 

 

We need to link the rotor light to the rotor so it lights that and nothing else. So, select the rotor light and you will see it highlights everything. The easiest thing to do is to deselect all of the objects by clicking underneath everything (fig 15) then select what it will be linked to (Fig. 16).

 

           

Fig. 15                                                                   Fig. 16

 

Now the rotor light is linked to the rotor on the main tire and will light nothing but that. Now we can test render to see how it looks. (Fig. 17) Now if we compare it to the previous render (Fig. 18) we can see it adds just a little bit of light to the bottom of the rotor.

 

           

Fig. 17                                                                   Fig. 18

 

Now to illustrate light linking one more time I will add another light and link it to the inside of the main tire. So I add a light and point it at the dark spot on the inside of the main tire (Fig. 19), then link it to the object (Fig. 20).

 

           

Fig. 19                                                                    Fig. 20

 

 

Now we can do a test render to see the result (fig. 21). Then compare it to before to see the slight difference (Fig. 22).

 

           

Fig. 21                                                                   Fig. 22

 

You can see that in figure 21 the inside of the tire is lit a little nicer and we actually got an accidental reflected light on the back of the tire. Almost as if the light is reflecting off the back tires rim.Sometimes in Maya, the nicest results come about by accident, like in this case with the back of the tire. It was not planned, it just happened. All I wanted was to light the inside of the tire.

 

In figure 22 you can see how the back of the tire and the inside are extremely dark and compared to figure 21 it does not look as nice.

 

I will finish up with the back tire, doing the same as I did with the front, by adding a light for the rotor and inside tire and linking them appropriately then render it for the final product (fig. 23)

 

 

Fig. 23

 

Don’t be surprised when you are done if you have a lot of lights. In my experiences you usually will have anywhere between 3 – 5 lights for an object. In this scene I have 7 lights total of which 4 are linked to specific objects. Some people might ask why is all this necessary? Well, if we compare the scene with linked lights and without linked lights we can see (fig. 24 – 25)

Figure 24 has lights linked and compared to figure 25 it pops off the screen more and looks more realistic. It shows a definitive light source and has nice highlights and shadows.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

In figure 25 there are only three lights; the key light, fill light, and back light. Without linking lights the image looks flat and very dull. It does not tend to pop as much as figure 24 and overall does not look as good.

 
 


                                       Fig. 24

 

                                       Fig. 25

 

 

In conclusion, light linking is an excellent and necessary tool to use when lighting. I would always start off with a three point lighting scheme, then add and link lights where necessary. Remember to name everything. It is also important to be patient because this is a very easy, but yet time consuming process. There is a lot of rendering and tweaking involved, but if you spend the time to do this properly, the results will be that much better.

 

As always, if you have any questions, just ask.

Larry Neuberger

neuberl@alfredstate.edu

607-587-4694