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| 3ds max 4 - The Elevator
This is a little making-of about the lighting that has been set-up in the scene. For the entire animation there were no additional plug-ins used than the standard ones that ship with 3ds max.
The only exception here is the use of a cylinder light, provided by finalRender, that was used to generate the basic illumination by the neon-lights in the elevator shaft. First it was intended to make a much
heavier use of these lights, but the more the scene advanced the more only regular lights, such as omni lights and spot lights, were used.
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| geometry & textures |
The scene itself just consists of several elements. Since the elevator shaft is more like a repitition of itself along the many stories, two stories come together as an element that repeats for 16 times, so that is comes down to 32 floors. It was a combination of two floors, since a one-floor-strategy led to a visibile tiling of the textures on the walls and attachments. So most of the textures for the shaft were created twice with little differences and then mapped on the objects within the two-story element.
As it later turned out, after setting up all the lights, most of the shadows being seen in the scene had to be actually painted onto the textures. This respects mostly shadow areas that aren't directly hit by light. These shadows were necessary to provide enough contrast in the scene since there were so many lights used to illuminate everything correctly.
The advantage of painting the shadow areas was that only a very limited number of shadow mapped lights had to be used, which improved memory consumption and rendering speed.
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| the lights |
Since the lighting is similar on all the different floors, only one group of lights was created and then instanced along the elevator shaft, containing all the lights necessary to light one floor. Such a light setup consisted of 17 lights that controlled the lighting of both the individual shaft per floor and the elevator.
The following image shows the overall illumination of the scene without the distracting use of textures.
Without the use of texture maps the strength of several lights seems to be too intensive or too low. Yet, since the lighting was tuned in coordination with the texture maps the intensity is balanced with the color value of the textures.
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The next image works in conjunction with the animated gif below. This is the basic lighting setup as seen from above. The colored arrows indicate the various lights and lighting directions. Most of the lights are pretty far away from the actual shaft and thus can't be seen in this image. This is due to the nature of the used spot-lights to reduce too extreme cone angles without narrowing in the illuminated area.
Not all the lights being used in the scene are shown here in this setup. For example the lights are skipped that provide the appropriate illumination of the elevator travelling by the lights of each floor. These lights were used in addition to the regular per-story-lights, since these were unsufficient to light the elevator correctly (i.e. light reflection of the neon tubes on the top and bottom of the elevator). Including these lights in this image would have resulted in a cluttered view, because these lights are non-horizontal.
The numbers of the different arrows are equivalent to the list of lights in the animated gif below. The camera (from where the scene is viewed) sits in the top-right corner of the top view close to the red arrow.
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The different lights are:
- 1. neon lights Two finalRender cylinder lights as a start for lighting the scene. The lights are used with a falloff to restrict the amount of light reaching the opposite wall.
- 2. spot "neon (near)" To have more control over the light emitted from the neon tubes two more spot lights (2/3) are introduced to the scene. They are located behind the wall of the neon tubes with a rectangular cone. This first spotlight is only working in the near range of the neon tubes, i.e. controlling that not too much light falls onto the walls behind the ladder the camera is facing (the left side of the frame).
- 3. spot "neon (far)" This second spotlight controls the far range and is mostly for the illumination of the facing wall, opposite the neon lights. The main problem here is the overlapping of lights from the different floors. It's very visible without the texture maps but ignorable with the maps. This is the only shadow mapped light in the scene, mostly just for giving a subtle hint for shadows. It's only visible behind the elevator track to the left of the frame.
- 4. spot wall L "(near)" The next two spots (4/5) are for the bounced-off light back to the direction of the neon lights. Again two spots have to be used to get a better control over the degree of light across the surfaces. This "near" spot is only for the near range of the light coming off the wall. It's mainly just to lighten up the walls to the left and right and to give the electricity pipes some light. The range also has to be limited to not allow too much light to reach the ladder and the surrounding wall.
- 5. spot wall L "(far)" This spot, also opposite of the neon tubes, acts on the walls of the tubes, since up until now it's still too dark.
- 6. spot "hotspot neon" An additional spot in the same location as 5 but only focusing in on the area around the neon tubes. Usually there would have been the need for two separate spots but one was sufficient enough.
- 7. spot "ladder wall" A spotlight facing the wall where the ladder is placed.
- 8. spot "wall corner L" Still the corner to the left of the frame is too dark and needs some additional tweaking. Light 2 can't be used, since it would then give too much light on the pipes and the ladder area. Also light 7, because it would give too much light to the entire ladder-wall. A simple spotlight just aimed at the corner gives the right result.
- 9. spot "wall corner R" Another problematic area is the corner just above and below each neon light (about the middle of the frame). Here the different shaft elements come together and also the light elements meet. Because of the use of mainly spotlights, this area is not covered by the different cone angles so far and needs separat work. So another spot light comes in handy giving it's light to that area.
- 10. spot "door wall" A final light for the shaft to light up the wall to the lower right of the frame. Here are the floor doors located.
- 11. spot "neon lift top" The very particular lighting setup in the scene is now only limited to the shaft itself but doesn't respect the elevator. So, another light setup is created to only illuminate the lift. These first spots are locked to the different floors and simulate the light from the neon tubes. The spots are aimed down to give more the impression that the light is really coming from the neon tubes as the lift travels along. Additional spots are created to light up the elevator from below to cover the use of camera-looking-up shots.
- 12. omni "lift top" Just a general omni light to give the lift top some more light.
- 13. spot "lift top R wall" A spotlight to simulate the light bouncing off the walls. This can be mainly seen on the structure on top of the elevator.
- 14. spot "lift top L wall" Similar to light 13, only coming from a different direction.
- 15. spots "lift shadows" Four spotlights located inside the elevator pointing outwards set with a negative light to darken the surrounding walls as the lift travels along. The use of shadow maps on existing lights would have been harder on the memory consumption and render times. In addition to that it also would have too much revealed the spotlight-character of the lights used when seen in an animation. So the use of negative lights was much easier and sufficient enough.
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If you have any comments or questions regarding this making-of, please contact me. I hope that this making-of is a little helper for your own projects.
Written by Ingo Clemens [2002]
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