Faking Global Illumination with point lightsThis
handout will explain how to use point lights to light a scene and give
it the same look as using global illumination. The overall quality is
similar, it is easier to do, and best of all, it renders faster. I used
a night time kitchen scene from a short film I am working on to create
this handout. The final image is shown below (Fig. 1).
The
above image is not finalized yet. There are still some things I need to
work out such as the hotspots in the ceiling and certain shadows, but
this will give you a good idea as to what lighting a scene using this
method can do for you.
Now we can get into how this is
done. First, let me say that I learned this method from an excellent
book I have; Maya 5 Killer Tips. If you have the money, I suggest you
buy it. Anyways, let�s start lighting.
The first thing
we need to do before we even start with the lights is set the render
globals. Open the render global window and set the following (Fig. 2).
1. Set the size for your render under resolution.
2. Then, the most important right now, uncheck Enable Default Lights
under the render options tab. We want to do this so we don�t have any
extra lights.
3. Under the Maya software tab, change the quality to production quality.

Fig. 2
Now that you have set all of those options, go
to your perspective view and go to View > Camera Settings >
Resolution Gate (Fig. 3). You will then see a green box which will
allow you to frame your render (Fig.4).

Fig. 3

Fig. 4
Once
your render view is set I suggest creating a new camera to work with.
This way you don�t change you set view. Just go to Create > Cameras
> Camera. This will give you another camera called camera1 listed
under the panels > perspective in each of your four views. I use
this new camera to place lights and look at objects this way my render
view I set is not changed on me.
Now we can start
adding lights. Like I said, we are going to use nothing but point
lights to do this. Then at the end you can add spot lights or whatever
light you want for effect. This is how the lights will be set up.
* You will have rows of lights from floor to ceiling and from wall to wall.
* I suggest only using three - four rows of lights for the scene. A left side, right side, and middle.
* Also, keep the lights away from walls and objects or else you will get hotspots.
* Don�t be surprised if you have 40 lights.
* Point lights cast shadows in 6 directions so we will control the
direction of the shadows to simulate the look of one light source.
* We will use a low intensity and a cubic decay so the lights die out fast but as a whole illuminate the entire scene.
To start, create a point light, position it, and go to its attributes and set the following. (Fig 5 � 6)
1. The book suggests having all lights have a total intensity
equivalent to one. That did not work well for me so I set all my lights
intensities to 1. This will vary from scene to scene.
2. Set your decay rate to cubic. This will make the light die out almost instantly.

Fig. 5
1. Now go to shadows and turn on depth map shadows.
2. Now scoll to the bottom of the shadow options and you will see use _
Dmap. This is the six directions the light will cast shadows; + and �
X, + and � Y, + and � Z. We can set these to control the direction
shadows are cast.
I suggest having three rows of
lights. My light source is the moon outside the window, so I set the
left side lights to cast shadows down and to the left. The right side;
down and to the right. The middle; down and forward. This will help
simulate one light source.
Since this light is one the left I told it to cast shadows using the +X axis and �Z axis (down and to the left).

Fig. 6
Now,
normally when you add a light you test render it to see the resulting
effect. In this situation we will not render until all lights are
added. Because the decay rate is set to cubic, even 10 lights will have
little to no effect on the scene. Now, take the point light you created
and duplicate it 5 more times and move it so it is set like figure 7
below.

Fig. 7
This will act as a base
light set up. Right now I duplicated the left side lights so all the
lights are casting shadows down and to the left. So now we need to
change each row of lights appropriately. So, go light by light and
change the shadow direction to the following (Fig. 8)

Fig. 8
The arrows represent the following directions.
* Column 1 = -Y, -Z
* Column 2 = +X, -Z
* Column 3 = +X, -Z
* Column 4 = +Y, -Z
This
basically says that column 1 will cast shadows down and to the left.
Column 2 and 3 will cast shadows down and forward and column 4 will
cast shadows down and to the right. This will simulate one light coming
in from behind.
Now all we need to do is duplicate all
of the lights and move them forward a little. Then continue to do this
until the room is filled (Fig. 9).
NOTE: Remember, you may have to move or delete lights later if they are too close to objects.

Fig. 9
You can see the room is filled with lights. Now we can test render to see the results (Fig. 10)
NOTE: I already added a spotlight outside the window to simulate the moon which is my main light source.

Fig. 10
You can see I marked the flawed areas.
* The red circles show the hotspots which is created by a light being
too close to an object. This is fixed by either moving the light away
from the object or just simply deleting it.
* The white marks show
areas that are too dark. To fix this you can either move some lights
you already have, or create a new row of lights to illuminate it.
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