It’s about fluid dynamics, color, taste, and chocolate and caramel in a loving embrace. Everything was created in 3D and sculpted in Mudbox. Lighting was done in HDR Light Studio 5 and rendered with Maya/Mental Ray.
Innovative computer graphics lighting tool adds revolutionary new Area Lights feature.
1st March 2016 – Today, Lightmap announced the immediate availability of HDR Light Studio version 5.3. This new release adds ‘Area Lights’ to its feature set, allowing users to interactively create and control both HDRI Map and set of Area Lights with the same ‘artist friendly’ ease of use that has made HDR Light Studio a favourite lighting tool with professional 3D artists world-wide.
The ‘Maya’ Connection is the first to take advantage of the new Area Lights feature, supporting all leading renderers: MentalRay, V-Ray, Maxwell, Arnold, Octane, Redshift, RenderMan and Iray for Maya.
3ds Max, Cinema 4D, Modo and Nuke/Octane Connections will be updated soon to support the new area lights feature.
“We are very excited about the HDR Light Studio 5.3 release. The ability to control both the environment map and area lights using one unified lighting workflow is a totally unique approach and a significant evolution of our software. In fact it’s the biggest update we have ever made” says Mark Segasby, Lightmap CEO. “Our customers love how fast they can block out lighting and adjust it using HDR Light Studio’s interactive HDRI map, and how fast this renders. By adding the ability to promote a light from the HDRI map into 3D, users can use all of HDR Light Studio’s controls and content to light details on their models too.”
Left: Area Lights in the Maya scene Right: Area Lights lighting effect
Left: Just the HDRI map lighting Right: Area Lights and HDRI map lighting together
Thanks to Matt Workman for letting us re-post this interesting article about his unique HDR Light Studio previs workflow for a video shoot.
Author: Matt Workman
In this article I walk through my process of lighting a “Social Videos Series” for BMW and the Super Bowl XLVII. First, visualizing the framing and angles in Autodesk Maya, then designing the lighting and reflections using HDR light Studio, and finally translating those results into a real world lighting set up.
INTRO / CONCEPT
In January 2013, producer Daniel Roversi @ KBS+ contacted me about a “Social Videos Series” for BMW. I was given several reference photos of what angles we were looking to capture and some basic CAD files of the cars. I collected a large sample of BMW renderings and photos from their previous campaigns as reference for lighting and framing. BMW is a very well known brand so I wanted the cars “read” as BMW and to stick with their overall lighting style.
“Part of the concept is the ability to react almost in real-time to events. We estimated, approved, pre-produced, shot and edited in 10 days.” It’s a new frontier in advertising where brands are in direct contact with their customers through outlets like Facebook, Youtube, and Twitter. When the Ravens won the Super Bowl the “Winner” spot was released within seconds.
FRAMING / ANGLES
Using the floor plans of the stage and some reference photos I had taken on the tech scout, I recreated the stage and cyc in 3D using Autodesk Maya. It was important that any angles and lighting setups I created in 3D could be possibly within the physical restrictions of the stage. After calculating where the camera would need to be for each angle (front, three quarter front, and profile) with Maya’s 3D camera I was ready to start lighting.
LEFT MONITOR: Canon C300 live video tap, RIGHT LAPTOP: Autodesk MAYA running HDR Light Studio 4.0 + Maya Plug-in
Framestore have been using HDR Light Studio to light variuos shots recently. We caught up with Andy Rowan-Robinson, CG Supervisor, who explains their use on a recent TV spot for Qualcomm.
“In the Snapdragon spot HDR Light Studio was used from blocking out the lighting right through to adding the final tweaks. It allows an extremely quick method to correct our orientations and quickly balance the base HDR images that we send to our renderer. We can play with the general levels of these base images before we go in and lighten and darken specific areas on the fly to create the shape and look that we are after. Continue reading →
Users of HDR Light Studio 4, by Lightmap Ltd, can now take advantage of native LightPaint support from directly within the SprayTrace 1.5.20 viewport. It’s the ultimate combination of Maya plug-ins for those looking to quickly and easily light their Mental Ray shots to perfection. It’s like a fully rendered version of LiveLight in a live connection with Maya!
Out now at RenderMan University, The Piggy Bank Breakdown.
A Maya, RenderMan and HDR Light Studio tutorial for the fast creation of physically plausible results.
This five part “How To” will show the workflows involved in shading and lighting a hypothetical CGI job for the advertising industry, an industry notorious for tough deadlines and fast turnarounds. During these lessons we will explore techniques to quickly create photorealistic images with image based lighting, as we take a simple model and use interactive ray-traced re-rendering to deliver rapid iterations for look development. These lessons will focus on using the physically plausible shading system in RenderMan Studio to achieve our final polished result.