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Character<br />
Lighting the girl<br />
Creating the ambience of the scene<br />
Three lights were added with ray-traced shadows<br />
09 using Photometric Light. The lighting was created to give<br />
a backlit effect. The light in the back left was made the strongest;<br />
it is an image of the backlight. The two other lights were used to<br />
brighten up the foreground of the image, as it was too dark<br />
otherwise. They provide fill-in lighting.<br />
The camera was<br />
10 set up inside the<br />
church model, focusing on the<br />
girl, with the church window in<br />
the background. The HDRI<br />
map was made using<br />
Panorama Exporter. This map<br />
was then put on the sphere<br />
model. This map was also<br />
used for reflections when<br />
rendering with mental ray.<br />
mr Photographic<br />
11 exposure control was<br />
used (in Environment and<br />
Effects). The light and shade of<br />
the image were adjusted with<br />
the image control. With backlit<br />
images, it’s very easy for the<br />
foreground to become too<br />
dark. Even though a couple of<br />
front lights were used, the<br />
backlit light was permitted to<br />
blow out the highlights to<br />
produce a volumetric effect.<br />
48 hours<br />
render time<br />
Resolution:<br />
4,336 x 3,000<br />
Four individual<br />
13 render layers: volume<br />
light for the background,<br />
highlights on the fine facial<br />
hair, the girl and background<br />
of the image were output and<br />
composited in Photoshop. The<br />
final adjustments made to the<br />
depth of field were output with<br />
the lens filter using a ZMAP<br />
file. The background was<br />
already out of focus because<br />
it is distant from the viewer.<br />
The volume light<br />
12 is set to the backlight.<br />
Volumetric light is an effective<br />
means to producing an airy<br />
feeling. To edit it back in<br />
Photoshop, the rendering was<br />
done as a Monochrome map<br />
file and details tweaked to<br />
improve the depth of field.<br />
Modelling<br />
the figure<br />
From the st<strong>art</strong>,<br />
I wanted to base the<br />
central focus of the<br />
image around the<br />
serene girl as much as<br />
possible. Considerable<br />
attention was needed to<br />
create the model’s face,<br />
as I concentrated on<br />
getting the balance of<br />
eyes, nose, mouth and<br />
even the length of the<br />
eyelashes, just right. To<br />
give your character the<br />
most realistic hair at the<br />
rendering stage, set the<br />
Sampling Quality filter<br />
in mental ray to the<br />
maximum. If you want<br />
to shorten the rendering<br />
time, consider using a<br />
third-p<strong>art</strong>y plug-in,<br />
though, if you’re happy<br />
to wait, even the<br />
standard Hair/Fur<br />
functions can produce<br />
impressive results.<br />
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