Open MJLMills opened 9 years ago
This can be done using the blender operators and avoiding math. Parent the 3 lights to the camera so that they move together.
Three-point lighting: Fundamentally works well for many applications. Key Light - brightest, placed at 45 degrees from camera (usually to the left) Fill Light - 90 opposite the key light (45 to the right of the camera), adjust tonal values to remove harsh black shadow from key light. Rim Light - in the background, low powered light from the rear, casts fine soft light around teh edge of the model.
1) Make a key light using a lamp. Select the center of the scene and put the cursor there. Set the lamp pivot point to the 3D cursor and rotate the lamp in the plane, then raise upwards and rotate to face the center of the model. 2) Copy the key light and rotate back 90 degrees about the pivot point. Move it down slightly. 3) Add a spot lamp as the rim light, behind the model and to its right.
The program can now do automatic setup of the key and fill lights, although the parameters are to be played with. Currently the distance from the model that the camera is moved is hard-coded and was determined empirically. Would be better to compute this.
Rim light was added, but needs to be positioned better. Still need to attach lights to the camera so that they move with it.
Currently no lights are created in the scene. Need to add an automatic 3-point lighting system using the camera position and the center of the topology.