Scene uses 3 lights - 1 directional light for sun and 2 hemisphere lights for sky color and reflected ground color. Hemisphere (Ancient Greek: half of a sphere) light is same Half Lambert. It is a perfect solution to imitate sky color and indirect lighting that comes from surfaces lit by the Sun.
float halfLambert(vec3 N, vec3 L)//N, L = Normal and Light vectors
{
retun max(0.0,dot(N,L)*0.5+0.5);
}
which, by the way is developed by Valve for Half-Life.
here are some illustrations:
this is an example scene - clear, blue skydome, Sun somewhere in middle between horizon and zenith and sand or dirt as the ground plane.
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Sun. A directional light, lamp intensity is 1.0 and color is white.
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Sky color. The whole skydome emits a lot of light, in our case, blueish. Hemi-light is pointing down .I usually use lamp intensity 0.2 and color (Red 0.0, Green 0.2, Blue 1.0)
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Reflected ground color. It is an indirect light and the intensity and color depends on the surface color. Hemi-light is pointing up. Here we have light orangeish color as a sand or dirt would have.
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here we have all three lights combined together.
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some screenshots from Blender viewport:
sunlight only (shadows on ground are baked in a texture)
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sunlight and reflected ground color
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sky color only (ambient occlusion on ground is baked in a texture)
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full lighting model
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dirt
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grass
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blend file: HERE
Could you upload a .blend for this?
ReplyDeleteI added the download link. It is not exacty the file I used to take screenshots from, but the light setup is the same. I will try to find the real blend.
ReplyDeleteThanks!
ReplyDeleteHa funny... That is almost the same way I light my scenes :)
ReplyDeleteGreat Article Martins! This gets thinks clear! ^^
And by the way.. great Blog! I will bookmark it! :)
funny
ReplyDelete