setting up a Look dev scene for shader test

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  03 March 2013
setting up a Look dev scene for shader test

hello, I am setting up a look dev scene which I am going to use every time I need to shade an prop.
what I am doing is to set up a simple light right (studio light rig?)

what I have is a black plane studio style + 2 lights + an hdri.
I created a sphere, applied a 50% grey lambert and I am trying to lit the sphere not having it over or under exposed.

I am using maya+vray.

any good tips about it? anything it comes into ur mind.
or if you have any example/reference about studio light setup.

also, should I use a IES light?

thank you
  03 March 2013
should I use a phisical camera?

where can I get IES light file?
  03 March 2013
What I have in my library

- 1 file with basic camera. 2 spheres (1 matt, 1 reflective) and a plane (with color chart texture) grouped under it. So wherever I point the camera, they follow.

- a bunch of files containing just 1 dome lights with different hdr images.

What I do when I look dev is basically reference those 2 into my scene. Fresnel reflection is a huge part of Vray shader imo and HDR dome light lets you test that really quick. Rendering turn table of your model is really important to see if you're getting the reflection you like.

Everything else are pretty much up to you - ground planes, physical camera, ies light, etc. Every models are different and there's no set rule for doing this.

Where to find IES light - google of course.
  03 March 2013
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