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Lighting Breakdown – Reflection Scene

General / 24 March 2019

Inspiration

This time I went for general inspiration and I ended up with these two images. What you will notice is that they do not reflect the final lighting. This is because I used the grayscale and general idea of it, rather than copying it.

Image from the book mentioned on the image above.
Photo by: Sheng-Wei Wang

Turning inspiration to BW

Turning Inspiration to Opposite Color

Setting up Basic Lighting

I then set up the basic lighting in which we want as few light as possible to maximize the effect, range and intensity. I also wanted the middle light to have the blue and strongest light intensity. And the outer areas to have a orange weaker light to them.

Tweaking Shadow

I didn’t want my usual sharp shadows. I wanted them a bit more diffused so I adjusted the source radius on all.

Key Light as Area Light

I used area light for the key light to get diffused shadow but also a nice soft effect overall to the scene.

Reflections

I tweaked the reflections to get the desired reflection out of the whole area, including ground. For the ground I use planar reflection.

Skylight

I didn’t want too much bright light coming in from skylight, so I kept it to the minimum using the cubemap.

Fog

I then added some orange fog to emphasize the mood and spread the light around a bit.

Key light Color Test

It was important to get the basic color right, intensity and range of the key light. Which as mentioned earlier was an area light.

Camera Angle

I started tweaking the camera angle to decide the composition, depth of field and other features.

Post Process

During all this I also tweaked the post process to pump up the desired effect.

Light complexity

These days I like to check the light complexity to optimize the scene a bit. This is why there are so few lights on this scene.

Lightmap Density

I also bumped up the lightmap density to get more out of the quality, but not too high.

GPU Visualizer

And to ensure the optimization is at its best I check the GPU Visualizer. I try my best to keep the numbers low which means the ms cost and fps is optimized.

Final Shots