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Bounce Flash Diffuser
LumiQuest Big Bounce flash diffuser slideshow [review @ PHOTO-TIPS-ONLINE.com]
Umbrella Flashes In The 3D World
An umbrella flash produces the same type of flash as a direct flash, but diffuses it so that the end result is much less harsh. Specular highlights are not as blown out and the whole scene appears to have a softer, more general illumination. Simulating an umbrella flash in your 3D application is similar to producing bounced light setups. Because, in the real world, umbrella flashes use bounced light to produce their effect, you will need to do the same through Omni lights. Because of the fact that bounced light diffuses with each reflection, shadows should be diffused accordingly.
Try sample ranges from 10 to 15 and shadow map sizes of about 512 to 1024. Once again, if you have reflective surfaces, you may need to use spotlights instead of Omni lights so that you can avoid unnecessary intense highlights. You can see a bright spotlight used head-on to simulate a flash that might be attached to a camera taking the picture. For strobe lights or lightning, the process is essentially the same. For lighting that involves a direct view of the light sources themselves, however, you will need to use a Video Post filter, such as Glow or Flare, to get the proper effect of a lit light source.
You can simulate a flash photographed image with an intense spotlight. Depending on the type of subject you are illuminating, you will have to use different variations of light types and styles to get the best results. For instance, lighting the interior of a room requires multiple floodlights and perhaps a direct light on the subject. For illuminating a character, you might use a direct light from one side and a dim fill light on the other side to offset the dark shadows. Whatever the case, you will need to determine where you want the attention to be focused. For the most accurate realistic lighting in your 3D application, you will need to enable two features within the lights:
Shadow casting
Inverse-squared falloff If you use these two functions, you are almost guaranteed to have proper amounts of light in your scene.
Shadow casting is nearly a must simply because all light casts some amount of shadow if it intersects with another object. The thing to remember is restraint, however. Casting shadows uses RAM, so you should only cast shadows with lights where you need them. Lighting position helps accentuate your subject. Depending on where you place the light, you can evoke different reactions from your audience. The type and quality of the light also plays a role in your final rendering. Designed to accentuate certain features of the subject, dramatic lighting, like unusual camera angles, is less representative of reality.
A common technique is to light a subject from an extreme angle. Rather than the light looking natural, the subject's features, such as edges and contours, are highlighted through intense shadows. If your shadows are too strong or you are losing too much of the rest of the frame to darkness, use a fill light close by that's relatively low in intensity.
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