Filmmakers and photographers often rely on bounced light to provide certain lighting effects when shooting a scene, especially when trying to simulate natural light. your 3D application is incapable of automatically reproducing bounced light without the addition of specialized radiosity rendering plug-ins. You can, however, simulate bounced light effects. The most common way to bounce light around is not to actually bounce it, but to exclude objects from receiving light from a light source.
For instance, to illuminate a back wall with a spotlight without directly affecting the objects in the scene, you exclude them from receiving the light. Then, to make it appear as if bounced light illuminated the object's backside, you use an Omni light that excludes the wall. So, you want to use several lights to simulate bounced light in an indirect lighting setup. Flashes are typically used to provide instant illumination for scenes in which the lighting is insufficient for the photograph. Because this is primarily a limitation of the film, it is not an effect that poses a problem for computer animators.
Sometimes, however, you might need to simulate a flash from a camera, strobe light, or lightning bolt. With your 3D application, you easily can simulate two common types of photography flashes-direct and umbrella- to produce various effects. A direct flash provides direct illumination from the camera itself. It is an aimed flash that casts light in front of the camera enough to illuminate what is in frame. Direct flashes produce a bright white or bluish light. Simulating a flash is fairly straightforward. The most common approach is to use a shadow-casting Omni light-a new feature for your 3D application. Set the light's color to pure white with a slight tint of blue and the multiplier to 5 or more.
You may also reduce the sample range slightly to produce more hard-edged shadows, but raytraced shadows are still probably too harsh for a flash. If you have a raytraced, reflective surface, you will need to use a spotlight instead of an Omni light, because the raytracer reflects the environment around the object. Using an Omni light, your entire scene will be lit by the flash-even behind the camera. The reflective surface will reflect the intensely illuminated objects behind the camera, resulting in overblown specular highlights.
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