Outdoor Lighting using Radiosity
Exterior Daylighting systems are quite easy to employ with
knowledge of a few key components. Although not intended to make you an
expert on the topic, this guide will at the very least get you in the ballpark.
It is important to note that materials, object colors, and scale are all
important factors. Always use real scale and be mindful of working units
when modeling. If using object colors rather than materials, use subtle
shades and avoid primary colors whenever possible.
We first need to ensure that the renderer is set to the
default scanline renderer. This enables the Radiosity Advanced Lighting
solution.

Three components are necessary to properly light the geometry:
The lighting source, the Radiosity solution, and exposure control.
The first step, of course, is to create the geometry you wish
to light. I will be using the Gwathmey experience for this example.

- Create the Daylighting system. In the create panel,
select Systems, then Daylight for the object type.
- Click and drag to create the "compass", then move the
mouse and single-click for the light source's height. It is
important to note that the height does not actually have to be far away
from the geometry, and placing it extremely far away will actually be
detrimental.
- In the creation dialog, set the time of day, month,
year, and location. This will set the sun's position in the sky.
- Changing the north direction will rotate the solar
path. This is often preferred over rotating the geometry to orient
correctly.

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- Once the daylight system is created,
switch to the modify panel and switch the sunlight and
skylight both to IES types. Because Radiosity will be
the advanced lighting solution, it is important to use IES
lighting sources.
- Also ensure that shadows are on and set
to Ray Traced shadow types. Ray traced shadows produce
a hard, sharp, and accurate edge.
- These are the only lighting settings
required.
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- The next necessary component is to set up the Radiosity
solution.
- Use the following settings.
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- Use the default setting of 85% for the Initial Quality.
This does not control the "quality" of the scene, but rather
the energy distribution. Most of the energy is
distributed in early iterations, which means there is a
diminishing return for high quality settings here. If
the scene looks "noisy", however, increasing this value in
small increments will sometimes improve the solution.
- Set the refine iterations between 2 and 10. 2 is
usually a good number for an outdoor scene. This
setting gathers energy on each face of the objects in the
scene and averages it as a separate process form initial
quality. This prevents two adjacent faces from
receiving a drastically different energy distribution.
- The setting below it can be used for improving the
quality of troublesome objects when the rest of the
scene appears fine.
- Under Interactive Tools section, set the filtering for
indirect and direct light to 4 or lower. "Noisy" shots
or strange aberrations can often be prevented with a low
setting here, but raising this setting above 4 tends to
"wash out" or blur the image. Think of this as a
Gaussian blur on the Radiosity solution itself.
- Possibly the most important area is in the Radiosity
Meshing Parameters rollout. The values here set the
density of the Radiosity Solution's mesh, which consequently
increases the quality of the ambient light solution.
On an outdoor lighting scene, however, there is not a great
deal of ambient light variance. In other words, set
this value higher for outdoors and lower for indoors.
- This directly affects the time it takes to calculate
the solution, so only decrease this value as necessary
or required. A good setting for an outdoor scene
is around 3' - 5'.
- Leave all other settings at default. This should
produce a good solution.
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- Finally, set the exposure control. Logarithmic
exposure control uses the most accurate algorithms, but unfortunately tends
to make highly saturated colors "bloom". This can usually be fixed in
photoshop via a saturation or levels adjustment.
- Ensure that the Exterior Daylight button is checked
on. Without this "clamp", the scene will be extremely washed out.
- You normally do not have to adjust brightness or
contrast if everything else is set correctly.

You must run the radiosity solution first, then render the
scene. The Radiosity solution is what bounces the light around in the
scene and produces ambient light. You can actually see the mesh if you
turn on Edged Faces from the viewport context sensitive menu.


Once the Radiosity Solution has been completed, render the
scene.

Brighter ground colors may lessen shadows because it bounces
more light energy. Radiosity picks up colors and transmits them when the
energy bounces. Note the difference in the solution when a green ground
color is used.

A darker grey ground color produces darker shade and shadow.

The Radiosity solution is valid until an object in the scene
moves or changes. In other words, the scene can be rotated freely without
invalidating the Radiosity solution, so multiple angles can be rendered from one
Radiosity run.
