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TUTORIALS

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Photogrammetry
When capturing images
for photogrammetry
Leonard Blum uses
a Canon 5D and a
50mm f/1.2 lens. To
set up optimal lighting
conditions for shooting
we need to minimise
contrast and have a
perfect photograph
exposure with a precise

07 BLOCK THE BASE SCENE


We started working with very low-detail and simple
meshes in order to assure the camera was positioned
08 KEEP MODELLING
With the camera set up and some basic objects
loaded in the scene, we then modelled some more
dynamic range. In order
to achieve that we use
big white clothes in
properly. We first modelled some primitives and tried elements to populate the scene. At this stage it is case we are outdoors
matching the camera. Once we got it close to the important to remember, before jumping into modelling to generate areas with
proposed image we were able to start bringing some more objects, that we only need to model the bare low lighting contrast.
more objects in, which also included the main models minimum amount of elements, as there may be cases When indoors, the
from our scene. where they can be instanced. secret is using
HID (High Intensity
Discharge) lighting
sources to generate
continuous lighting.
Having low-contrast
images as texture is
the way forward as
every geometry will be
relit in the 3D space.

09 BASIC LIGHTING
Even if the model isn't finished yet we are ready
to start some lighting tests. The sooner these tests are
10 DOME LIGHT
The lighting generated from a Dome light by
default comes in every single direction and generates
the sooner we will be able to lock down the final look of soft shadows. Using this type of light makes it easy to
the job, making the process of finishing the image much have a general overall lighting plus soft contact shadows.
smoother. In this case we started using a Dome light If we decrease the Angle coming from a default of
and two Point lights. The general lighting came from the 90 degrees towards 0 degrees, we will get a Distant/
Dome and the specular highlights from the Point light. Directional light with soft-edge shadows.

11 POINT LIGHT
We used a Point light to easily generate specular
highlights on the different surfaces. This type of light
emits rays in every single direction and casts hard-edge
shadows. If we need to get the same effect as this light
12 BASIC SHADING
With the basic lighting ready we can start the basic shading of the
different elements in our scene. At this stage we do not want to use anything
projecting soft-edge shadows, we will have to use a but general values such as Color, Diffuse, Specular, Reflection or Transparency.
Spherical light. As we did not want to project shadows, in For now we just wanted to get a general sensation of the light moving around
this case we used a Point light. the whole scene.

3D WORLD February 2018 65 www.youtube.com/3dworld

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