Würfel mit Indirect Lighting

Im folgenden Tutorial zeige ich euch, wie man mit einfach und schnell einen simplen Würfel mit Indirect Lighting schön in Szene setzen kann. Das Ergebnis könnte folgendermaßen aussehen:


Zuallererst dupliziere ich den Würfel (Shift + D) so, dass ich zwei idente Würfel übereinander habe. Nun muss ich den duplizierten Würfel so skalieren, dass ich zwei ineinander verschachtelte Würfel bekomme. Zur leichteren Handhabung arbeite ich für diese Aktionen im Wireframe-Mode (Z).

Lighting Einstellungen

Nun weise ich dem inneren Würfel ein neues Material zu, welches ich einfachheitshalber Emitter nenne. In den Shading-Optionen findet sich die Einstellung Emit, welche ich auf den Wert 1 stelle. Welchen Wert ihr dieser Einstellung zuweist, ist euch überlassen. Je höher der Wert, desto stärker leuchtet der gerenderte Würfel.

Nun ändere ich die Beleuchtungseinstellungen, um das Indirect Lighting zu ermöglich. Als erstes lösche ich die Lamp, da sonst der Effekt des Indirect Lighting nicht voll zur Geltung kommt. Die Lampe findet ihr unter anderem rechts oben im Outliner.Danach wechsel ich in die World-Einstellungen und setze die Horizon Color auf schwarz.Um schließlich das Indirect Lighting einzuschalten, aktiviere ich die Indirect Lighting Checkbox.Bei der Gather Option wähle ich die Einstellung Approximate. Dadurch wird zwar das Lighting ungenauer, jedoch benötigt dann das Rendern kürzere Zeit.


Nun begebe ich zu den Modifier Optionen und ändere den Shading Mode vom Wireframe-Mode in den Solid-Mode. Jetzt wähle ich den äußeren Würfel aus, den ich kurzerhand Huelle benannt habe.Als ersten Modifier füge ich den sogenannten Subdivision Subsurf Modifier hinzu. Dieser unterteilt mir die Flächen meines Objektes in mehrere Teilflächen. View gibt an, wie oft die Flächen meines Objektes in der Vorschau unterteilt werden sollen. Render gibt an, wie oft die Flächen beim Rendern unterteilt werden sollen.Als nächsten Modifier füge ich den Build Modifier hinzu. Dieser setzt mir die Flächen meines Würfels im Laufe einer Animations-Zeitspanne aus den Teilflächen zusammen. Die Einstellung Random legt fest, dass der Aufbau der Flächen in zufälliger Reihenfolge geschieht.Damit der Effekt zur Anwendung kommt, muss die Animation abgespielt werden. Die Animationsleiste befindet sich im unteren Bildschirmbereich. Nimmt der Aufbau eine brauchbare Gestalt an, pausiere ich die Animation. Damit ich eine dickere Hülle erhalte, wende ich schlussendlich noch den Modifier Solidify an. Thickness gibt an, wie stark die Hülle sein soll. In diesem Fall wähle ich für die Einstellung den Wert 0.05.

Schlussendlich wende ich auf die Hülle ein Material an und wähle dafür eine dunkle Farbe. Ebenfalls wähle ich in den Shading-Einstellungen eine Translucency von1.0, was der Hülle ein glasiges Aussehen verleiht.


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