3D Lighting Types

A screen shot from the game Trine 2 showing different types of lighting affects
Following on from our previous article on the basics of 3D Modelling we now continue on to look at lighting and illumination in 3D scenes. 

3D models and scenes can be illuminated like real world objects but realistically there are a set number of well established 3D lighting techniques, and the type of scene usually determines which ones are the most appropriate. For example, techniques that work well in an interior environment  usually dont work as well in an outdoor scene. Similarly, "studio" lighting for products or characters requires a very different approach to lighting for an animation or film. In the end, every situation is different, and through trial and error (and reading this article) you will find out the best light types for every scene.


Here are some of the standard lighting options found in most 3D software suites...


  • Point/Omni Light: A point light casts illumination outward in every direction from a single, infinitely small point in 3D space. Point lights are useful for simulating any omni-directional light source such as light bulbs or candles.
A point light casting light in all directions
  • Directional Light: Unlike point lights, which occupy a specific location in a scene, a directional light is used to represent an extremely distant light source, like the sun or the moon. Rays cast from directional lights run parallel in a single direction from every point in the sky, and are typically used to simulate direct sunlight. Because a directional light represents a distant light source, its x,y and z coordinates does not effect the scene in any way. The rotation/direction however, does has any effect on how the scene will be illuminated, effecting the angle and length of shadows for example.
The parallel lines of a directional light are visible in this image
  • Spot Light: Spot lights in 3D applications are fairly self-explanatory and are very similar to their real-world counterparts. A spotlight emits a cone shaped light field from a single point. Spotlights are often used for three-point studio lighting, and also for simulating any light fixture where there is a distinct visual falloff from light to dark such as with streetlights, desk lamps, stage lighting or just actual overhead spotlights.
Spotlights used to simulate the cone of light from a street light
  • Area Light: An area light is a physically based light that casts directional rays from within a set boundary. Area lights have a specific shape (either rectangular or circular) and size, making them very useful for simulating florescent light fixtures, back-lit panels, and other similar lighting features. Although area lights do have an overall directionality, they do not emit parallel rays like a directional light would.
An area light used to simulate a back lit fluorescent panel

  • Ambient Light: An ambient light casts soft light rays in every direction, and can be used to elevate the overall level of diffuse illumination in a scene. Unlike the other light types it does not mimic any particular type of real world lighting. It has no directionality, and therefore casts no ground shadow, however it is not truly omni-directional like a point light. A common use for this tool is to softly light the areas of a scene outside the influence of the main light in a scene or to elevate the overall level of diffuse and soften dramatic shadows created by another light in a scene.
Ambient light is used here to illuminate the areas outside the influence of the main lights


Global illumination is not a light type in 3D software but rather an overall setting that can be edited within a scene. Global illumination is a process where the computer calculates the bouncing of light. In real life light rays bounce from the surface they hit. Some of the light is absorbed by the surface and the rest is reflected. Reflected light rays pick up some of the color of the bouncing surface. Global illumination is a processor intensive task which can produce realistic illumination into 3D renderings.

The light types we've discussed here can be used for anything from simple three-point studio lighting to complex animated scenes that require multiple lights. It's very rare that a scene will only include one light type so they're almost always used in conjunction with one another. So now that you know the basics of 3D lighting why not give it a try yourself?

Next up in our series on 3D Modelling and Animation is 3D Materials and Textures.


3D Modelling Basics

A 3D Model in Progress

This article on 3D modelling will the be the first of 5 articles on the topic of 3D Graphics and Animation. In this instance, 3D graphics means computer generated three-dimensional graphics. In 3D graphics, elements are visualized by creating three-dimensional models out of them. The final image is rendered from a virtual scene that utilizes several elements which are familiar from real life such as lights, materials and cameras. 3D graphics can be seen in multiple different forms such as an image, an animation or real time visualization inside of a computer game. 

The creation of 3D graphics is a complicated process and therefore is, in my opinion, easier to understand when discussed in small pieces, hence the 5 article series. First up it's 3D Modelling which refers to the creation of the 3D model itself.



3D Modelling - The Parts...

A 3D model is a mathematical representation of an object. 3D modelling can be compared to sculpting. Artist builds or moulds a 3D object by taking into account all different sides and angles. 3D models consist of smaller elements (vertex, edge, face, polygon) which can be manipulated individually in whatever software you are using to model your 3D object, such as Blender, Maya or 3D Studio Max.

Vertex:

vertex

Vertex is the smallest building block of a 3D model. Vertex is a point where two or more edges meet and where corners of faces or polygons meet. In a 3D model a vertex is shared between all connecting edges, faces and polygons. Transforming a vertex affects all connected edges, faces and polygons.

Edge:

edge
Edge is a line between two vertices. Edges are border lines of faces and polygons. In a 3D model an edge is shared between two adjacent faces or polygons. Transforming an edge affects all connected vertices, faces and polygons.



Face:

face

Face is a triangle. Face is a surface between three corner vertices and three surrounding edges. Transforming a face affects all connected vertices, edges and polygons.

Polygon:

polygon
Polygon is an even surface which has four or more corners and is made of two or more faces. A polygon is surrounded by edges and has a vertex in each corner. Animated high quality 3D characters are often made mostly of four-sided polygons. Polygons with 5 or more sides can cause problems in deforming surfaces such as a human face.


3D Modelling - The Techniques...

3D models can be created in many different ways. The choice of modelling technique depends on the requirements and the complexity of the object. The following list describes some of popular 3D modelling techniques:


Standard Primitives and Modifiers:

Primitives and Modifiers
Many 3D software packages include tools for creating standard objects such as boxes and spheres easily. One of the simplest 3D modelling techniques is to combine these standard objects to create complex 3D models. 3D Studio MAX includes standard objects such as sphere, cube and tube. These standard objects can be modified through their parameters (radius, height etc.) or through special modifiers (stretch, bend etc.). By combining several different standard objects and by modifying them, one can create complex 3D models.


Polygon Modelling:

Stages of Polygon Modelling
Complex objects are often modeled polygon by polygon. 3D software packages include many efficient tools for creating and manipulating polygons.
Subdivision surface means a surface which is created by dividing the original 3D model into smaller polygons. At the same time 3D model's corners become rounder and the surface becomes smoother. Subdivision surfaces is a very popular modelling technique. The advantage of a subdivision surface is the fact that one can create a coarse 3D model which is then automatically subdivided into a smoother surface.
A Polygon Model Before and After Subdivision

Boolean Operations:
The starting point of Boolean operation is two overlapping 3D objects. Boolean operations are prone to error and the resulting geometry might have underlying problems.
Boolean Modelling
Boolean operation has four possible results:

The 4 Possible Outcomes of a Boolean Operation 

  • Union: Two 3D models are combined and the unnecessary geometry inside of the Models is removed.
  • Intersection: Overlapping a part of the two 3D objects.
  • Subtraction (A-B): Object A is subtracted from object B.
  • Subtraction (B-A): Object B is subtracted from object A.


NURBS:

NURBS stands for Non-Uniform Rational B-spline. In NURBS modelling, lines and surfaces are not manipulated by moving vertices, edges, faces or polygons. Instead NURBS surfaces and lines are manipulated by special control points. The following 2 techniques make use of NURBS.

Solid of Revolution:

A cross section and the object created by a solid of revolution
Solid of revolution is made of one line. The line represents a half cross-section of the object. Solid of revolution is created by revolving the line around a specified axis which then creates the form of the object in 3D.


Lines:

A 3D object and the cage of lines used to create it

3D objects can be created by creating a cage of lines which can be then be converted to a solid 3D surface. This can be a difficult technique to master as it can be hard to visualise the outcome of the lines once they are solidified but once mastered it allows for very quick modelling of objects.


Now that you understand the basics of 3D modelling, why not give it a try, it won't cost you a penny either! We recommend the free software Blender to get you started. The turorials linked to below are also a good place to learn the basics of modelling 3D objects. Or, if you're not ready for that yet, read the next tutorial in the 3D Modelling and Animation series - 3D Lighting techniques.