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Maya
Autodesk
Maya 2020
Tutorial
3D Modeling
Texturing
Rotella
Matthew Rotella
3d modeling
Animation
3d animation
CGI
Modeling
Arnold
Rendering
lighting
light
area light
3 point lighting
three point lighting
studio lighting
Subtitles
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Subtitles

00:00:00
hello i'm professor matthew rotella and
00:00:02
in this tutorial i'm going to be going
00:00:04
over uh three-point lighting in maya i'm
00:00:07
gonna be
00:00:09
uh rendering in arnold so
00:00:12
i'm going to be lighting this using
00:00:15
arnold area lights
00:00:17
and uh
00:00:18
[Music]
00:00:20
yeah let's get into it as a little bit
00:00:23
more about my setup here
00:00:25
i mean as you can see i got a couple
00:00:26
cameras here that are just slightly
00:00:28
aligned
00:00:29
to have different framings on the face
00:00:31
but i got this head here
00:00:33
that i'm going to light and render
00:00:37
and uh just a simple like cyclorama
00:00:41
backdrop to render him against and
00:00:45
uh this isn't my head i should clarify
00:00:48
and i got this uh this head
00:00:52
was created from wagner both or at least
00:00:55
the uh the textures were i i don't know what
00:00:58
the history of this particular model is
00:01:00
but uh my history with it is basically
00:01:02
just as a student
00:01:04
uh but way back when uh this
00:01:07
head was used as part of my advanced
00:01:09
lighting class
00:01:10
and i figured i would repurpose it for
00:01:14
my own tutorial
00:01:17
so yeah i got
00:01:21
shader set up with displacement and all
00:01:23
sorts of things going on here
00:01:25
but basically uh
00:01:29
the concept behind three-point lighting
00:01:31
which is just a good lighting setup to
00:01:33
uh
00:01:34
oftentimes to start with like a lot of
00:01:36
times i'll use three-point lighting as a
00:01:38
sort of
00:01:39
bass line for just getting
00:01:42
a nice looking light setup
00:01:46
on an object it doesn't have to be a
00:01:49
character or head or a face or anything
00:01:50
like that it could be
00:01:52
anything but it'll give you some pretty
00:01:54
nice looking results uh by default
00:01:56
pretty much every time and then you can
00:01:59
go through
00:02:00
and you know improvise from there
00:02:03
so uh okay
00:02:07
so basically what uh goes on here
00:02:10
is we're going to make a you know three
00:02:12
lights there's going to be
00:02:15
a a key light a
00:02:18
fill light and a rim
00:02:22
light and i'll walk you through the
00:02:24
basic
00:02:25
idea of that i'll make three new ones
00:02:27
just because it'll only take a second
00:02:29
and it'll perhaps give you a better idea
00:02:32
of just like how to set these up so yeah
00:02:36
like i said i'm going to be using arnold
00:02:37
area lights for this and first
00:02:41
generally what you're going to want to
00:02:42
do is you're going to want to set up
00:02:44
your key light
00:02:45
the purpose of your key light is
00:02:48
to be your primary light source it's
00:02:51
usually going to be your biggest
00:02:52
and your brightest light this is
00:02:54
whatever uh whatever scene you're in
00:02:57
like uh this would be yeah
00:03:00
wherever the light is mainly coming from
00:03:04
so yeah it's going to be your biggest
00:03:05
and brightest light and
00:03:08
all of your numbers for intensity and
00:03:11
exposure and stuff like that are all
00:03:14
going to depend on the scale of your
00:03:16
scene
00:03:17
as you can see this head is only
00:03:20
centimeters large so
00:03:23
my numbers are going to be relatively
00:03:25
small
00:03:26
compared to something like if this was a
00:03:28
life-size head i would probably be using
00:03:30
much
00:03:31
higher numbers because the fall off of
00:03:34
these area lights
00:03:36
is a dependent on distance in your
00:03:40
scene size but use whatever numbers
00:03:43
work but basically
00:03:48
uh yeah this is going to be your biggest
00:03:49
and brightest light so
00:03:52
at the start like
00:03:56
which these aren't the numbers that i
00:03:57
ended up using but just to give you the
00:03:59
idea
00:04:00
of the concept like i'll have a 10
00:04:04
exposure here and good placement of
00:04:06
these
00:04:07
is usually you want to be
00:04:11
slightly above your
00:04:15
slightly above your subject and aiming
00:04:17
diagonally down
00:04:18
basically just diagonal shadows and
00:04:20
diagonal lights will give you more
00:04:22
dynamic lighting which you don't always
00:04:26
want but like as a general rule of thumb like
00:04:30
to make something look more dramatic and
00:04:31
dynamic
00:04:32
like being a little bit higher than your
00:04:34
subject and lighting from the top
00:04:37
will give you good results okay
00:04:40
and then so yeah your key light it's
00:04:43
your main light source
00:04:44
uh it's your primary uh the
00:04:47
like shadow caster and things like that
00:04:50
so basically i have all sorts of things
00:04:54
rendered ahead of time so basically with
00:04:56
your key light
00:04:59
you'll which uh i don't quite have my
00:05:01
displacement set up right on my shader
00:05:03
which is why he
00:05:04
partially looks like a burn victim but
00:05:08
uh regardless and i figured it was good
00:05:11
enough to start
00:05:12
uh so yeah uh basically
00:05:16
uh with just the key light uh it you'll
00:05:19
be
00:05:20
relatively high contrast which by
00:05:22
default these uh
00:05:24
area lights have are are pretty soft
00:05:27
and you'll see that their spread starts
00:05:29
at one if you want something that's more
00:05:31
focused more contrasty uh
00:05:35
then you can turn the spread down
00:05:38
which would give me a result that's more
00:05:41
like this
00:05:42
and i'll get brighter highlights and and
00:05:45
darker shadows
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you know compared to like something like
00:05:50
this
00:05:51
uh which yeah let me get them
00:05:54
i'll get them side by side for you
00:05:57
uh yeah where it's like
00:06:01
here it is before lowering the spread
00:06:03
and here it is
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after lowering the spread and yeah you
00:06:07
can see
00:06:08
like over here is darker in the
00:06:09
background the lighting will just get
00:06:11
overall
00:06:12
more intense and less diffused as you
00:06:15
adjust the spread and
00:06:19
yeah that's your key light in your
00:06:22
primary light source
00:06:23
and now the purpose of your fill light
00:06:26
which is
00:06:28
uh whoop i know
00:06:31
the purpose of your fill light which
00:06:33
i'll even just ctrl
00:06:34
d duplicate this light bring it over
00:06:38
position it the purpose of your fill
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light is to sort of
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make your shadows not quite so dramatic
00:06:45
and to just illuminate more of your
00:06:47
subject so
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you know generally this will be a little
00:06:50
smaller and
00:06:54
i'll just say like seven in the exposure
00:06:58
and it'll be less bright than
00:07:01
your key light so it's basically just
00:07:04
there to make your shadows
00:07:06
less harsh and
00:07:09
that'll take us from
00:07:13
which rendering with just my fill light
00:07:16
looks like this and uh
00:07:20
you'll see that it's just like uh yeah
00:07:22
it's not as
00:07:23
high contrast and dynamic as my key
00:07:26
light
00:07:27
it's just rather diffused and that's
00:07:29
basically that's the entire point
00:07:31
of a fill light is to just add some
00:07:33
diffused lighting to your subject just
00:07:35
to illuminate
00:07:36
more of the surface just because you
00:07:39
want to see it
00:07:42
yeah just to help you see more of
00:07:44
whatever your subject is
00:07:46
that is the purpose of the fill light
00:07:49
and both the key and the fill together
00:07:52
looks like this so basically going from
00:07:57
just my
00:07:59
key light which you know this is the
00:08:01
more focused one
00:08:03
but still going from just my key light
00:08:05
to
00:08:06
my key plus my fill yeah like i said
00:08:08
just
00:08:09
diffuse uh make something make those
00:08:12
shadows not quite so dark and just
00:08:13
illuminate more
00:08:14
of the surface and then
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lastly that brings us to
00:08:22
our final light which is your rim light
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or your backlight however you want to refer to
00:08:28
it and press that again
00:08:32
gotta remember to go back into my
00:08:35
control d
00:08:36
i'll duplicate this and now my fill
00:08:38
light
00:08:40
this is going to be your smallest and
00:08:42
your dimmest light
00:08:43
but it's also going to be the most
00:08:45
focused
00:08:46
of your lights so this might be one
00:08:48
where you definitely want to
00:08:51
uh where you definitely want to
00:08:54
reduce the spread but i don't know it's
00:08:57
all up to you it's all subjective
00:08:58
whatever
00:08:59
ends up working i'm just giving you the
00:09:00
general positions here
00:09:02
and that now this light will be
00:09:04
generally lower
00:09:06
than the other two and
00:09:09
basically the whole point of your rim
00:09:12
light is to sort of set to give yourself a
00:09:16
little bit
00:09:17
of contrast back here
00:09:21
and set your subject apart from the
00:09:23
surface
00:09:24
that is your background
00:09:29
so yeah basically now with all
00:09:34
uh i have which
00:09:37
i forgot to make this dimmer i'll leave
00:09:40
i'll
00:09:41
set it to i don't know like three in the
00:09:43
exposure
00:09:45
like i said these numbers aren't really
00:09:47
important
00:09:48
i'm just changing them to show you the
00:09:50
process especially because like i said
00:09:52
these uh
00:09:54
it's all subjective and it totally
00:09:56
depends on
00:09:57
what uh and what your scene setup is
00:10:01
like
00:10:02
your numbers will be wildly different
00:10:03
depending on what your scene setup is
00:10:05
but basically just my rim light looks
00:10:08
like
00:10:09
this uh you can see it's not adding a
00:10:11
whole lot
00:10:12
of light to my subject
00:10:15
but like i said the point is just to
00:10:19
get a little bit of lighting on your
00:10:20
contours and bring out
00:10:22
some of the details that you wouldn't
00:10:23
otherwise see and just
00:10:25
set your obj your your subject
00:10:28
off of the background some so
00:10:33
basically here's my
00:10:36
here's my key and my fill light
00:10:39
and then here is
00:10:43
all three put together
00:10:49
okey dokey and
00:10:53
yes this is what i wanted
00:10:57
and there's all three put together so
00:11:00
yeah
00:11:02
here it is before the rim light and
00:11:04
after and you can just see
00:11:06
how i get that little highlight right on
00:11:09
the edge
00:11:10
and that's just to set it off from the
00:11:11
background really just define your
00:11:13
subject
00:11:14
and again to bring out
00:11:18
some some details you wouldn't otherwise
00:11:20
see stuff that they
00:11:22
stop it from blending in quite so much
00:11:24
and
00:11:26
yeah this will just give you uh lighting
00:11:28
that
00:11:29
you know really shows the object uh
00:11:32
but still has some dynamic elements to
00:11:35
it
00:11:36
and uh and
00:11:41
and like you can see all the different
00:11:43
changes in
00:11:45
the surface while having your object be
00:11:47
very well illuminated
00:11:48
all at the same time so it gives you uh
00:11:53
yeah the lighting that uh really lights
00:11:56
up your subject well
00:11:57
while still maintaining some dynamic
00:12:01
properties to it and then just in case
00:12:04
you're curious uh like i said
00:12:08
i didn't end up yeah so this is the
00:12:11
setup that i had at the beginning
00:12:13
uh just in case you're curious of my
00:12:17
exact numbers for whatever reason
00:12:20
uh yeah like i have my key light here
00:12:22
with an exposure of eight
00:12:24
and then i have an exposure of six on my
00:12:26
fill light and then exposure of four
00:12:30
on my rim light and then i reduce the
00:12:33
spread a little bit
00:12:34
on my rim light or my back light and
00:12:37
then just one other thing to maybe make note
00:12:39
of is
00:12:40
uh
00:12:45
is the if you are lighting something
00:12:47
like a face
00:12:48
a lot of times what uh people will try
00:12:52
to achieve
00:12:53
with three-point lighting is this little
00:12:56
area right here the rembrandt uh
00:13:00
it's referred to as the rembrandt light
00:13:02
triangle
00:13:03
and it's this triangle on the cheekbone
00:13:08
basically why you would want to achieve
00:13:11
such a thing
00:13:12
is that this triangle really helps
00:13:15
set the depth of this side of the face
00:13:18
while while still maintaining that this side
00:13:21
is firmly in shadow while the site is
00:13:23
firmly in light
00:13:24
and this photo i don't know where it's
00:13:27
from i just yoinked it right off the
00:13:29
wikipedia page
00:13:30
for the rembrandt light triangle and
00:13:32
there's a wikipedia page for
00:13:33
three-point lighting as well if you care
00:13:36
to have some sort of bouncing off point
00:13:38
to start reading about
00:13:39
the topics and you can see that i kind
00:13:42
of achieve it
00:13:43
mine is not so it's not nearly so
00:13:45
pronounced uh
00:13:48
which i can even bring up the
00:13:51
where i don't quite have my my light
00:13:54
angled in such a way
00:13:55
to get the triangle but i'm sort of
00:13:57
getting it mine's larger
00:13:59
basically i guess
00:14:03
right here on this cheekbone which again
00:14:05
it like helps
00:14:06
uh highlight the curvature of the face
00:14:08
while still
00:14:10
having like a light side and a dark side
00:14:12
and that's part of why
00:14:14
it's also part of why we would light our
00:14:17
subject from this like diagonal to
00:14:20
achieve those sorts of highlights
00:14:22
which again uh the the principle behind
00:14:26
the light triangle doesn't apply
00:14:28
just to heads or people
00:14:31
or faces it really applies to anything
00:14:35
where it just has a like sort of
00:14:40
a more complicated shape to its surface
00:14:43
just that even if something
00:14:45
like is on the darker side of things
00:14:48
getting a highlight onto
00:14:50
one part of it to show how that surface
00:14:52
curves
00:14:53
can really help define a surface and set
00:14:56
it apart
00:14:57
and also you don't always necessarily
00:15:00
want your lights this close
00:15:01
to your subject but all of this is all
00:15:04
subjective it's all about getting
00:15:05
the result that you need and this just
00:15:08
happened to function for me
00:15:11
feel free to look up uh images of
00:15:14
three-point light setups
00:15:16
and then i'll also pull up this
00:15:20
just right out of arnold's documentation
00:15:23
they have a tutorial for just setting up
00:15:26
studio lighting
00:15:27
this isn't a three-point light light
00:15:30
setup
00:15:31
like most people would be talking about
00:15:35
but it's just another example of a
00:15:37
similar setup to what i had
00:15:40
where you have three lights
00:15:44
one on top and one on either side
00:15:47
just to give you which this is really
00:15:49
good for like a product design
00:15:51
and showcasing yeah products like that
00:15:54
and this will give you much
00:15:56
softer lighting while still just giving
00:15:58
you a
00:15:59
nice diffusion over your surface
00:16:03
it's just another setup to consider but
00:16:07
when it comes to the traditional
00:16:08
three-point light setup this is what
00:16:10
we're talking about
00:16:12
with the key uh key the brightest
00:16:15
the biggest your main light source your
00:16:18
fill
00:16:19
there to illuminate the shadowed
00:16:22
part of your subject just to
00:16:26
allow your audience to see that part of
00:16:29
the surface
00:16:31
but you don't want this to be so bright
00:16:33
that it's obvious that there's two
00:16:35
light sources uh you just want it to be
00:16:39
bright enough uh that
00:16:45
had like you just wanted to be bright
00:16:48
enough
00:16:49
like i said that you can see details in
00:16:52
the surface that you otherwise
00:16:53
would not be able to
00:16:58
because that's also part of three-point
00:16:59
lighting is that you don't necessarily
00:17:00
want it to be
00:17:02
extraordinarily obvious that there's
00:17:04
three lights you want it to mainly
00:17:06
uh you want your light to still be
00:17:07
generally very
00:17:09
directional uh but just
00:17:13
it's a trick to or not necessarily a
00:17:16
trick but just a setup
00:17:18
to have a light that is still focused
00:17:21
and directional
00:17:22
but still gets your subject well
00:17:25
illuminated anyway
00:17:30
sorry for getting a bit rambly to say
00:17:33
the least
00:17:34
but uh that's it that's the general
00:17:36
principle behind
00:17:38
uh three-point lighting and if you're
00:17:40
noticing a lot of noise
00:17:42
a good place to start when you're
00:17:43
lighting it could just be to up the
00:17:46
samples
00:17:47
on the lights themselves to like at
00:17:49
least
00:17:50
three and then
00:17:53
that should eliminate a decent chunk of
00:17:55
noise
00:17:56
and then without putting
00:18:00
too much more uh weight on your
00:18:02
rendering engine
00:18:03
and but if you're still seeing a lot of
00:18:05
noise after upping your light samples
00:18:07
then you can start going into your
00:18:09
render settings and upping uh like your
00:18:12
diffuse and your specular samples and so
00:18:14
on
00:18:15
anyway i hope that was helpful hope that
00:18:17
was educational that's about all i have
00:18:18
to say and all that
00:18:19
you have a good week life day
00:18:22
what have you uh christopher tell us
00:18:25
signing off

Description:

In this tutorial I go over how to set up a 3 point lighting setup using Arnold area lights. Area light documentation: https://help.autodesk.com/view/ARNOL/ENU/ Additional studio lighting tutorial: https://help.autodesk.com/view/ARNOL/ENU/

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    • conversion speed depends on the resolution and duration of the video.

    Warning: this download method no longer works with most YouTube videos.

question iconWhat's the price of all this stuff?arrow icon

    It costs nothing. Our services are absolutely free for all users. There are no PRO subscriptions, no restrictions on the number or maximum length of downloaded videos.