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Lighting the scene<br />
To give depth and make it believable<br />
Drea Horvath<br />
I am a 23-year-old self-trained freelance digital<br />
landscaper living in Budapest, Hungary. I st<strong>art</strong>ed<br />
playing with Vue as a hobby about two years ago.<br />
It took a while to develop my skills to my current<br />
level, and to find the style that suits me best.<br />
Mostly I create large, complex environments, with<br />
powerful, dramatic atmospheres. Recently I joined<br />
iMU Studios’ THUNDER Throne Wars game project<br />
as an environment and level designer.<br />
In Perfect Harmony Vue 8 Infinite,<br />
Photoshop CS4 (2009)<br />
This render turned out somewhere between real and surreal, but<br />
I actually liked the result. The soul of the scene is the atmosphere;<br />
it’s powerful and dramatic, yet it reflects peace and harmony.<br />
11 Global Radiosity and shadow softness<br />
To make the scene look as believable as possible, it was<br />
clearly best to use Global Radiosity. I used a Gain of 2.0<br />
to add some reflected light, and I increased the Sky dome<br />
lighting gain to 0.30 to add some light being reflected<br />
from the sky itself, just like in real life. Since most of the<br />
sky is covered by trees, this value of 0.30 was enough.<br />
Pulling the light balance to Sunlight (70%) decreased<br />
<strong>art</strong>ificial ambient light, and the ambient light was set to<br />
come from the sky, instead of being distributed<br />
throughout the scene. Since the shadows don’t have such<br />
sharp edges in real life, I set Sunlight softness to 3.00°,<br />
then I found the best sunlight direction k.<br />
12 Sky, Fog and Haze<br />
Sky settings didn’t have a big role in this scene, so I left<br />
everything at default. Thick forest mist is a key element of<br />
such scenes. Sometimes it can be achieved by increasing<br />
Haze density, though in this scene I wanted to keep the<br />
colours as vivid as possible. So I ended up decreasing Haze<br />
density to 12%, and increasing Fog to 30%. To keep the<br />
warm reddish tones, I added a slight red tone to the fog<br />
colour (RGB 94 90 85). Since I wanted a somewhat<br />
powerful morning sunlight, I pulled up Glow intensity<br />
to 100%. For subtle rays, I used volumetric sunlight l.<br />
13 Adding more depth<br />
A very nice, mysterious forest mood can be achieved<br />
by increasing Aerial Perspective. It actually multiplies<br />
atmospheric values, making the scene look bigger. Here,<br />
my purpose was to add more depth and misty look, so<br />
I increased AP to 30, and added a fuzzy metacloud to<br />
enhance the effect. After global settings, the scene was<br />
ready to be rendered m.<br />
Bitmaps and<br />
procedural<br />
materials<br />
Besides using bitmaps to<br />
create materials, in Vue<br />
it is possible to apply a<br />
procedural method to<br />
create your own materials<br />
or use and modify presets<br />
as well, using fractals that<br />
are literally infinite.<br />
Procedural materials can<br />
be dependent on any<br />
aspect of the world that<br />
you create, such as<br />
altitude, slope, or height.<br />
In my scenes I use<br />
procedural materials for<br />
terrains and water, and<br />
plants have bitmaps.<br />
k Screen grab of the Sunlight<br />
softness and Lighting settings<br />
l Screenshot of Sky, Fog and<br />
Haze settings<br />
m The difference is significant<br />
Sanctuary Vue 8 Infinite, Photoshop CS4 (2009)<br />
My goal was to create a large jungle scene with realistic<br />
lighting and ascending morning fog. I populated the rest of the<br />
terrains with Alder, and for the foreground I used crawling<br />
bush and AsileFX jungle plants.<br />
k<br />
l<br />
Chasing Heights Vue 8 Infinite, Photoshop CS4 (2010)<br />
This render is a the result of some experimenting with rock<br />
materials and functions. The unusual POV, the fog and the subtle<br />
God rays add some drama to the image.<br />
m<br />
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