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There are a number of techniques which can be used to enhance realism for indoor character portrait type renders. The key is to establish a good lighting setup which balances the light and shadow contribution from indirect lighting with additional direct lighting |
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Three Point Lighting: The most common
type of lighting setup used in portrait photography is called "Three Point
Lighting". This setup uses three lights: A Key Light which is
the main light source and casts the only shadows in the scene, a Fill
Light which is half the intensity of the main light source and is used
to soften or counteract shadows. and a Rim Light used to accentuate
the edges or outline of the character. Fill Lights and Rim Lightsin CG
are typically set with shadows turned off. The Key Light which casts
the main shadows is set to a 50% shadow intensity with 5% softness.
The Key Light is positioned at a 30 degree to 60 degreee angle from the
centerline of the figure. The Fill light is then positioned directly
opposite of the Key light. The Rim Light is positioned to the rear of
the figure. If your CG system does not have the capability to render
with indirect lighting, then the Three Point Lighting system is the best way
to go.
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Indirect Lighting: Most CG systems have the ability to utilize indirect lighting models such as Ambient Occlusion, Global Illumination, or Radisoity. These indirect lighting models can add much greater realism but in general, they must be extended with direct lighting to produce a good result. The image to the left was generated with 100% Global Illumination with no addtional direct light sources. While the shadows look quite nice, the image lacks contrast and specular highlights which is quite typical when using 100% Indirect Lighting. | |
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Two Point Indirect Lighting: A hybrid
approach which works quite well for Indoor CG character renders is what I
call Two Point Indirect Lighting which uses Indirect Lighting as the Key
Light along with Fill and Rim direct lights. Indirect Lighting is
typically set to a balance of 50% to 80% versus Direct Lighting. This
leaves the remaining 20% to 50% lighting to the Direct Fill and Point lights
to bring out specular hightlights and to soften the shadows of the Indirect
Lighting.
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