Layout
The first to decide is what kind of Backdrop/Environment will be used. I chose the kitchen_probe HDR image because I liked the "mood" of the scene and because a bottle of Jack Daniel's would seem slightly misplaced inside the St. Peters Cathedral...
So add an ImageWorld on the Backdrop panel and load kitchen_probe from your LightwaveImagesHDR directory. (you'll have to load the kitchen_probe using the ImageEditor before that)
Then I added my bottle and a box that had to serve as a table to the scene, placed my camera and adjusted the angle and lens until I liked it. The following testrenders were made using the default spotlight without change and only to determine the "right" brightness and rotation settings for the kitchen_probe ImageWorld. To cut the render times, you can reduce the Ray Recursion Limit to say 4 and set the resolution to about 400x300. To do the testrenders before adding the objects would of course speed up the rendering even more but is not necessarily a good idea because you wouldn't be able to judge if the reflections are too bright or dim.
Here are the ImageWorld settings that worked best for me:
Heading = 80°
Brightness = 50%
I wanted to have the window to the left and slightly to the back, because in this location/area I would place my main light and so the caustics would be clearly visible, not hidden by the geometry. Using a Bank rotation on the camera adds drama to the scene. The camera lens was set relatively low at 21,3 mm (on a 35mm motion picture camera) to implie a sense of dynamics (higher lens settings tend to look "static"). I'm a big fan of low lens settings :-)
Now let's set up the lights. Set Ambient Intensity to 0%. The light colors should reflect the colors found in the backdrop to achieve a smooth blend between the objects and the backdrop. I chose to simulate this manually, but you can get Overcaster by Eki Halkka (which I highly recommend anyway) to make this task even simpler and use "Ambimage". Ambimage is even able to mimic "Backdrop Only" Radiosity settings... Back to the point:
Here are the Light settings in detail:
| Light No. | 1 | 2 | 3 | 4 |
| Type | AreaLight | Distant Light | Distant Light | Distant Light |
| Intensity | 100% | 40% | 45% | 60% |
| Shadows | Raytrace | none | none | none |
| Shadow Quality | 5 | na | na | na |
| R | 245 | 198 | 203 | 223 |
| G | 244 | 193 | 220 | 218 |
| B | 241 | 227 | 210 | 200 |
Some more words on the Render Options settings and we're done:
Of course you should enable Raytrace Reflections and Raytrace Refractions, getting the right amount of the Ray Recursion Limit is more difficult; to low and the glass won't look right, too high and your render times go through the roof. I found my sweet spot at 6. (hmm, the joy of six, I guess I should retry 7).
On the Global Illumination panel enable Caustics and start with an Accuracy of 6,000 (the max setting is 10,000) and an Intensity of 50%. You can play with the values until you achieve a look you like and gain some feeling for them.
One more thing:
Depth Of Field is like instant realism. I highly recommend using it, be it as the standard DOF or the newly integrated Digital Confusion. I used DC and added an empty as an AutoFocus controller.
That's it, we're through.
I hope you had some fun reading this tutorial and even more importantly learned something new. If you want to comment on this tute, feel free to drop me a mail.
And remember:
"mesh" is only one letter away from "mess"





