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Technical Slop
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Table of Contents
Displace
Considerations
Solid
Channels
Circle Grads
Gradients
PSD
Curve It
Tweakables
Scans
Broken China
Bulge
Math 1
Math 2
Heat Waves
Reflection Maps
Power Distort
Other
Cannify
Extrude
Whispies
AMP
Brush Making
Picking Colours
13 Revisited
Levels
Pixel Shuffle
UVW 2
Pui Pui
Light Rig
E-Mail
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Light Rig
A quickie for Max 5. Some of the ideas presented here should be compatable
with other 3d progs.
Some where I was reading about using lighting to explore the contours
of a model. Use two lights at opposite sides to light a model from two
different directions. What this does is show contours much better than
with just one light. Being the curious fellow that I am, I tried doing
this with the default two light set-up in Max. The problem is, the lights
didn't move when I moved around the viewport. Talk about suck. So I decided
to set up a lighting "rig" so I could use this two light technique
that sounds so awesome.
The idea is to set up two lights that move around with a camera.
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The
first thing is to set up a visual target. This acts as a go-between for
the lights to the target, and a visual guide for the Look At constraint.
All it is is a circular spline with a vertical line showing which way
is "up". One spline object. Not too hard to make.
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Add
a Target Camera, and link the spline to the camera's target spot. Again,
not too hard.
So far the spline is not directly on top of the camera's target.
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Here
is why the spline object is not on top of the target: to show a problem
with the linking. You see, the spline will move with the target, but it
won't rotate. Not good.
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That's
were the Look At constraint comes in. So give the spline a Look At constraint
and pick the camera itself as the target. Then I aligned the spline to
be on top of the target.
Tada.
Now, set one of the viewports to Camera01. Where ever the camera is pointing,
the spline will be dead center and pointing "up". If you zoom
in and out, the spline will get bigger or smaller, but still pointing
"up".
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Add
two omni lights and link them to the spline. How ever the spline moves
and/or rotates, the lights will follow.
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Here
I moved the camera around. See how the spline behaves in accordance with
the camera position? Man, now that is spiffy. Too bad this doesn't really
illustrate how the lights move with the spline. :sigh:
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Here
is a torus knot showing how the lighting "rig" works when viewed
from the camera. No matter how I move the camera around, the terminator
from the lighting is clearly visible. Shows contours *very* well. You
should see this in action on organic models. Talk about nice - very easy
to find those rough spots on a busty babe model.
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While
the set up is nice for finding rough spots and exploring, I find it kind
of hard to work with when modeling. So I pick another viewport, set it
to Perspective, go to Configure for that viewport, and use Default Lighting
with 1 light. So, one viewport is for examining the models contours (Camera01)
and another viewport is the one I actually work in (Perspective).
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Well, that was fun, but don't take my word for it. Try it for yourself.
play.fiddle.learn
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