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Secrets of Swimsuit Babe

“The secrets of Swimsuit babe ” by CGriders
4 Rendering
4.1 Lighting
FG (Final Gather) with IBL (Image Based Lighting) is my favourite lighting scheme because it is fast and the result looks natural. In this scene, the lighting is indoor because the character is standing on a stage. As the IBL image (see section 6.3 for download URL) is captured in an outdoor environment, a plane is required to block the lights coming from above. Some lights are added to further describe the character. They’re at about the level of the head as shown in the figure below.

Fig. 4.1.1 Lights and object placement
The thing to watch is that the position of the chin shadow on the neck should not be too low. It should be well above the collar bones or should terminate half way down the neck at most. Its edge should also be blurry enough. So the mental ray area lights in some spotlights are turned on to produce blurry shadows. They’re indicated by the rectangles attached to the spotlights as shown in Fig. 4.1.1. There’s no occlusion on the character because its effect is not significant after combining with shadows. The way how occlusion can be produced will be explained in next section.
As shown in Fig. 4.1.1, there’re two directional lights in front of the eyes. They’re to produce reflections on the eyes. There’re two of them because the eyes are facing at different angles and so their directions are different.
4.2 Shading
SSS Fast Skin
In the sss fast skin shader, a ramp (remapValue) is connected to the subdermal channel. The output of the ramp is driven by surface luminance. The ramp color is tuned so as to simulate the color transition from day side to night side. This tuning depends on how you want the skin tone look and can be very different under different conditions. I tried to apply the skin coloring technique used in painting. Color of day side is very light. It can be nearly white or light pink. Night side is more saturated. It may look brownish. The transition between them usually appears greenish. The resulting sss fast skin and the ramp value shaders are shown in the following figure:

Fig. 4.2.1 SSS fast skin and ramp value attributes

 
 

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