Posts Tagged ‘maya’

Lighting in Maya – Naturalism

Monday, September 6th, 2010

30 days is just enough time to get a basic familiarity with a computer program. Certainly when exploring it in one’s spare time between other projects. I began by working my way through the getting started guide to Maya 2011 and then moved on to my own projects. I knew I wanted to try my hand at some naturalistic lighting but did not have the modeling skills to get the level of detail and control that I would like with a project.

I contacted my friend Deb who used to work with Maya professionally and she offered to build and texture a scene for me. I drew a rough 2D layout in Vectorworks showing the groundplan of the scene I wanted. A street that Ts into another street, brick buildings, windows on the right hand side and a warehouse with steel rollup doors on the left. I wanted streetlights as I knew I would light the scene at night. Basically everything was there to show off different lighting ideas from streetlights to bare bulbs to fluorescent tubes to the headlights of a car.

Below is the opening frame of the animation.

A few seconds in a 1963 Jaguar rounds the corner and drives down the street. The light from the car scrapes against the various walls and textures creating a lovely effect.

It was an interesting experience to manage all the various ways in which light can exist in a 3D world. Obviously there are the rays of light emanating from a source. But it can be decided by the designer if those rays cast shadows or even if they stop when they hit an object. The headlights, streetlights, and lit windows all had an added feature of glow. Just because a light emanates from a source does not inherently mean that source glows, even though it would in the real world.

One of the most interesting aspects of this project for me was dealing with the rate of decay of a light. At one end of the spectrum a light can have no decay meaning its intensity continues unabated over space. Obviously we know from the inverse square law that this is not the case in reality. But in a 3D environment we need to trick the software in order to look real. The light from the sun, for all practical purposes, should have no decay in a digital environment. A fluorescent on the other hand should have a very rapid rate of decay. The sodium vapor of a streetlight, or an incandescent bulb, would land in between these two.

I often find myself, when working on a theatrical production, trying to fake naturalistic lighting conditions. Yet no matter how much it is faked I am still using real lights. As such they behave like real light should behave. In a digital environment like this, one has control over every aspect of physics. As such you can explore what parameters will make the illusion most accurate.

My license with Maya 2011 is up just in time for the new release of Vectorworks 2011 on September 14th. From what I have seen, VW2011 has added some amazing new features to its 3D environment. I look forward to exploring these new features with the 3D knowledge I gained in Maya.

Lighting in Maya – Basic Animation

Monday, August 30th, 2010

I tried my hand at some basic animation in Maya last week. I was not planning on posting this, but after showing it to my nieces and nephew and getting such a favorable response I figured I would put it up this week. The kid test is critical for a cartoon. A 4 year old has a better bullshit detector than most adults.

I found the windmill shapes on the internet but everything else was drawn by me. I created all the textures and shaders. Of course the lighting was all my design.

This was my first time trying my hand at animation since I was 12 years old doing stop motion with legos. My intent with this was to create a scene that would allow for several variations in lighting looks. The pacing is off, which is not surprising as I am wholly new to this technology, but barring it being a bit slow and clunky I enjoy the basic story of a little windmill traversing many difficulties and ultimately growing up.

I hope you enjoy!



You will need Quicktime 7 or higher to view the video. If you are still having trouble feel free to download the movie and watch it at your leisure.

Lighting in Maya – Skies and Clouds

Monday, August 23rd, 2010

I have been working with a trial version of Maya over the last few weeks teaching myself basic animation and 3D lighting techniques. In my first week I reconstructed an image from a show I lit several years ago. This past week I tried my hand at animating a little scene. Even simple animation is a wholly new skillset and takes a lot of concentration to make even moderate gains.

This past weekend I shifted to somewhat more familiar terrain, skies and clouds. While the 3D medium is new, I have been lighting sky drops for years. The basic set up included a white translucent rectangle for the sky and some clouds made of nParticles (Maya’s objects that recreate realistic clouds, smoke, and water). Once I got a cloud formation I liked, I stopped the animation at that frame and began lighting. What follows is the same exact cloud formation altered only by changes in the intensity, direction, and color of the light used. The big revelation for me was that because this is a 3D environment I did not need to leave the sky drop as a passive object but rather could have it glow as well as be lit from the front and through from behind. I must admit, I felt a little bit like Neo from The Matrix realizing that the laws of physics are provisional at best.

The above image was lit as close to a true recreation of natural light as possible. The sky had a light blue glow to it and a single light shone and refracted through the clouds to illuminate them. One thing I found particularly interesting was that by simply shifting the colors, angles, and intensity I could invert the image above into the one below. Thus the Cumulus clouds of the above image are transformed into Cirrus clouds below.

Some of my early attempts used a lot of lights since I began from my background in stage lighting. As I worked with the scene I kept taking away more and more lights and found that far from diminishing the image, the quality and dynamism would improve with fewer lights. Some ideas required the use of numerous lights. The image below has a set of lights for the lavender horizon to give it some slight color variation and several lights at the top to light the higher sky in green tones. The clouds too had a variety of lights pointed at them to give a nice range of color and tone.

More directional sunset effects like the one below obviously required multiple lights in order to get the desired effect. But I found multiple lights to be difficult to work with as they quite easily blew out and over exposed the clouds themselves.

The ease of moving and refocusing the lights in a virtual environment makes experimentation fun and easy. In a real world setting it can take a lot of time, effort, and manpower to move and refocus a single light. In virtual environments like this is takes a couple of seconds. Be the interest naturalistic effects like the above or moody more abstract looks like below, lighting in virtual environments gives the designer a wide latitude in terms of what is available to them.

Lighting in Maya – Desperate Hours

Friday, August 13th, 2010

Last week I downloaded a 30 day trial copy of Maya to try my hand at some 3D modeling and lighting. Since my background is primarily in 2D drafting this was a whole new experience for me. While Vectorworks, my go to drafting program, has a very good 3D component, Maya is a completely different animal.

Maya does not have the precision of Vectorworks. It does not work in a particular scale and does not easily snap objects together. Everything is proportional, scalable, and most important, easily editable. What it lacks in precision it gains in intuitive UI design. The environment is really easy to learn to move around in and begin to manipulate objects. I worked my way through the getting started guide to become familiar with the various elements in the program and then set myself up with a project of my own.

Creating a fantasy world in Maya is easy. The drawing aspect of the program is about as intuitive as a pencil and paper. But I was particularly interested in seeing how the program would hold up as far as recreating realistic lighting conditions. So I took an image of my lighting from a show I did several years ago and began drawing the set and then lighting it. Below are the results.

A scene from Desperate Hours that I lit in 2008

My recreation in Maya

I downloaded the furniture, person, and gun. Everything else was drawn by me and all the textures I created within Maya. The lamp began as a downloaded object and then was manipulated by me to get it looking close to the one in the drawing. Having done some 3D modeling in Vectorworks I was familiar with the idea of textures and shaders, but had never encountered this program’s way of doing things or the tremendous amount of control it gives the user. Everything is a variable. As a designer, this fine level of control is wonderful.

While the basic drawing aspect is very straight forward, much of the rendering engine was tricky to figure out. The table lamp was challenge #1. Getting the right translucent look took a lot of work. Finding the balance between the light source inside the lampshade and the translucency of the lampshade itself took a lot of investigating. Since Maya gives you control over nearly every aspect of the physics of light it can be daunting for a novice like myself to decide where to begin. Does the light cast shadows? Does it “emit photons?” How many? What color is the light when it bounces off a surface? How much light does a given surface allow to bounce off of it? All of these and more are considerations one must deal with while lighting in a 3D environment.

Challenge #2 was the smoke. Maya creates smoke and haze effects by using what it calls nParticles. These are little spheres emitted from a point which have controllable qualities like color, radiance, opacity, speed, direction, and more. Varying these, and running an animation sequence, allows you to generate fairly realistic smoke effects.

While I clearly have a long way to go in terms of making this image look just like the reference picture, I am quite pleased at what I have been able to accomplish with a week to learn a new piece of software. The experience was quite a bit different than my last attempt at 3D modeling where I was already familiar with the basic software and was just adding complexity. I’ll be excited to see what else I can learn to do with the time remaining on my demo version of Maya.


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