JA-forreal
05-20-2003, 08:18 AM
Lighting Array GI vs Plugin GI
I find that with all the plugins that simulate Global illumination I still mostly use old fashioned 3d lighting arrays. I use a soft spotlight as the main duplicated light and a "sun" light or other point lights for other environment light effects. Maybe it's because I am so used to using those light setups. These setups can produce quicker results than plugins as they require less tweaking.
I see that most new 3d software users want the auto GI lighting type features. But I find that they are not always clear as to what is going on behind the scenes during a render. Their renders often have that "GI look". I like the photoreal properties of GI lighting but that in itself can lead to a reliance on the computer to prepare lighting. Real life does not look manufactured, though 3d scene renders that rely on automatic computer lighting alone do.
I think that it is only when an artist can maintain control over every element in a 3d scene that they produces the best artististic renders. That control also is also connected with the computer hardware. You can ontrol exactly what is in a scene and how long it takes a pc to calculate that scene to render. The more plugins that are in place , the more a computer handles it's own calculations. Thus longer renders, and less predictable results.
Any thoughts on this? It would be great if one of our cg lighting science pros here on cgtalk stepped up to the "mic" to shed more "light" on this subject.
CG lighting is such a deep subject and the more complex you make it or need it to be, the harder it becomes to work with.
I have been working on adding more lighting elements to a city scene. I have come up with some suprising results and some suprising total disasters. CG light exploration is rewarding in any case.
I find that with all the plugins that simulate Global illumination I still mostly use old fashioned 3d lighting arrays. I use a soft spotlight as the main duplicated light and a "sun" light or other point lights for other environment light effects. Maybe it's because I am so used to using those light setups. These setups can produce quicker results than plugins as they require less tweaking.
I see that most new 3d software users want the auto GI lighting type features. But I find that they are not always clear as to what is going on behind the scenes during a render. Their renders often have that "GI look". I like the photoreal properties of GI lighting but that in itself can lead to a reliance on the computer to prepare lighting. Real life does not look manufactured, though 3d scene renders that rely on automatic computer lighting alone do.
I think that it is only when an artist can maintain control over every element in a 3d scene that they produces the best artististic renders. That control also is also connected with the computer hardware. You can ontrol exactly what is in a scene and how long it takes a pc to calculate that scene to render. The more plugins that are in place , the more a computer handles it's own calculations. Thus longer renders, and less predictable results.
Any thoughts on this? It would be great if one of our cg lighting science pros here on cgtalk stepped up to the "mic" to shed more "light" on this subject.
CG lighting is such a deep subject and the more complex you make it or need it to be, the harder it becomes to work with.
I have been working on adding more lighting elements to a city scene. I have come up with some suprising results and some suprising total disasters. CG light exploration is rewarding in any case.
