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STANDARD STUDIO 
LIGHTING

author:

Wouter Wynen

brought to you by:

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©2006 VisMasters. All rights reserved. 

VisMasters and the VisMasters logo are trademarks of ArchVision, Inc. 

All other trademarks belong to their respective owners. 

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Standard Studio Lighting

by:

Wouter Wynen

April 2006

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Standard Studio Lighting

This tutorial assumes you have already completed the previ-
ous tutorials in the tutorial list. 

It will provide a general workflow for a standard studio light-

ing setup:  create the environment, place lights, adjust render 
settings.

The V-Ray version I used for this tutorial is 1.47.03.

INTRODUCTION

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Standard Studio Lighting

1. Build a test scene lighting tutorial 

Start up max and set V-Ray as the renderer.

Go to ‘customize - units setup’ and set both the display 
unit scale and system unit scale to metric: millimeters. 

Create 3 geospheres with radius 35mm and position 
them like I did. 

2. The ground plane

We will try to 

build an infinite 
background in 

a simple way. 

Usually pho-
tographers use 

a big white or 
black cloth be-

hind their scene, 

curved at the 
bottom, so that 

you will not see 
a sharp edge be-

tween back wall 

and floor.

There are of 
course lots of 

ways to do this. 
I will start from 
a cylinder, bend 

it locally and 
round it off with 

a MeshSmooth 
modifier.  This 
way, your 

ground plane 

is very smooth 
and round in 

all directions, 

making sure you 
will not have 

disturbing re-
flections from it 

(like you would 

when using a 
box for ex-

ample as ground 
plane).

Click the image 
on the right to 

see all settings 
of the cylin-

der, bend and 
MeshSmooth 
modifier.

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Standard Studio Lighting

3. Create a camera

Now create a camera and position it like in the image 
on the right. Give it a 50mm lens.  Set the perspective 
viewport to use this camera, enable ‘show safe frame’ 

so you can clearly see what part of the scene will be 

rendered.

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Standard Studio Lighting

We need three 
materials:  almost 
white, chrome and 

red reflective.

Click on the image 
to see what set-
tings I used for the 

chrome and red 
material (this should 

look familiar if you 
completed the V-Ray 

basic materials tuto-
rial).

Assign the materi-

als to the spheres. 
The ground plane 

also uses the almost 

white material.

4. Create materials

5. Test render settings

Open the render settings dialog and do the following:
- set V-Ray as the renderer if you haven’t done so
- output size to 480x360px

- global switches: turn off default lights

- image sampler to adaptive QMC

- antialiasing filter “mitchell-netravali”
- indirect illumination ON
- Secondary bounces multiplier to 0.8

- Irradiance map settings:

     - “low” preset
     - HSph subdivs = 20
- environment:
     - skylight pure white color, 1.0 multiplier

     - reflection/refraction pure black, 1.0 multiplier

- system: 
     - render region division 50x50px
     - frame stamp: delete all except render time part.

Render the scene, it should look similar to my image.

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Standard Studio Lighting

Instead of the skylight, we will use big rect-
angular V-ray lights to light the scene. They 
will also be useful for creating nice reflec-

tions (like we did in page 2 of the material 
settings tutorial).

Create two V-ray lights and position them 
more or less like I did. 

The left light is 400x350 mm with a 

3.5 multiplier and the one on the right 
360x500mm with 5.5 multiplier.

Then go to the V-Ray environment rollout 

and change the skylight multiplier to 0.1.

6. Reflection planes / lights

7. Render what we have for now

I made the right light brighter on purpose, 

that way you create shadows falling in one 

direction. If you would set them at equal 
strengths, the image will be uninteresting 
as lighting will be a bit flat, coming in equal 

strength from all directions. The bigger 

the difference between the two lights, the 

more dramatic lighting will be. 

The first pic shows left=3.5 and right=5.5

The second one has left=2 and right=7

We will continue with the 2/7 settings.

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8. Noise!

You’re probably wondering why 
the images are so noisy and take 
pretty long to render.  This is 

because V-Ray area lights produce 
raytraced area shadows, and these 

are very processor intensive.  The 
noise is coming from the low sub-

div value in the lights properties. 

Because we are using adaptive 
QMC AA, it is necessary to use 

high subdivs values for the area 
lights to get rid of the noise.  Try 

30 subdivs for both lights and ren-

der again.  You can see the result 
in image 1 (click to enlarge).

Now go to the anti aliasing set-

tings and change to adaptive 

subdivision AA with min/max=0/2.  
With this anti aliasing sampler, you 

can use lower subdivs than with 
adaptive QMC to have a similar 

noise quality.  So change the lights 

subdivs both to 10 and render 
again.  This is image 2 (click to 

enlarge).

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Standard Studio Lighting

At first sight, you might think the 

adaptive subdivision image is bet-
ter (less noisy).  But if you look 

closely, the noise is just different, 

not ‘better’.  In the shadow area 
you get a ‘blotchy’ kind of noise, 

compared to the QMC example 
which is sharp constant noise.

The top image is the adaptive 
subdivision AA, the bottom one is 

the adaptive QMC AA.

9. Subdivision vs QMC

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10. Reduce the noise

We will now try to reduce the noise for 
both image samplers to see which one is 
the fastest for high quality images.

Set image sampler to adaptive subdivision 

AA, min/max=0/2
Adjust subdivs for both lights to 30 and 
render.

The image is noise free.  If you zoom 
in a lot, you can see a tiny bit of the 

blotchiness.

Now change to adaptive QMC AA, min/
max=1/4
Adjust lights subdivs to 36.
In the QMC sampler rollout, change the 

noise threshold to 0.002.  The adaptive 
QMC AA is very sensitive to the QMC 

sampler settings.  The noise threshold is 

the most important one.  (QMC sampler 
controls the quality of all ‘quasi monte 

carlo’ related calculations.  In short, all 
subdivs settings are qmc related, except for 

lightcache subdivs)

If you zoom in here, you can also see a bit 
of noise, but sharper and smoother than 

the blotchiness of adapt subdiv AA.

But in this case, adaptive subdiv AA wins 

from adapt QMC AA.  When you will 
add more complex materials like glossy 

ones, and more area lights, fine textures, 
displacement maps etc, render times for 

adaptive QMC will not rise as fast as ren-
der times with adaptive subdiv AA.  Usually 
when you have lots of glossy effects (also 

DOF, motion blur...) it is better to use 
adaptive QMC AA..

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11. Store with irradiance map 

Like I said, the reason for the 
noise are the raytraced area 

shadows.  Especially for test 
rendering, we can easily disable 
them.

The light coming from a V-Ray 

light (or also from standard 
Max lights) is called ‘direct’ 

light.  This means it is not 
GI light (first or secondary 
bounce).  Once this direct light 

hits a surface, it bounces back 
a bit (depending on how dark 

and reflective that surface is). 
That bounce is called the ‘first’ 

bounce, and it is calculated by 
the irradiance map (because we 

have set first bounce GI engine 
to irradiance map). 

But the V-Ray light has an 
option ‘store with irradiance 

map’.  This option actually 
means ‘treat direct light as first 

bounce GI light’.  Instead of 

casting direct light, the V-Ray 
light will now cast first bounce 

GI light and thus it will be cal-
culated by the irradiance map.  

This also means that when it 

hits a surface, and bounces 
back, it will become secondary 

GI light, and it will be calculated 
by the secondary GI engine, 

QMC GI in this case. 

So by setting the V-Ray light to 

‘store with IR map’, the result 
will be that there is no direct 

light anymore, only GI light.  
This means that all shadows 

will also be created by the GI 

light.  The consequence of this 
is, that shadow quality doesn’t 

depend on the V-Ray light 

subdivs anymore, but the it is 
controlled by the GI settings, 

namely the irradiance map (and 
QMC GI for secondary bounc-
es).  This is important, the V-Ray 

light subdivs do absolutely 
nothing if ‘store with IR map’ is 

checked! 

(Note that this option only 
works if IR map is set as first 
bounce GI engine.  If you have 

for example QMC GI for first 
and second bounce, and lights 

with the ‘store with IR map’ 
turned on, these lights will not 

cast any light!)

To illustrate the store with IR 
map option,  I rendered two 

images with the ‘show GI only’ 

option (global switches rollout). 
This option renders the image 

only with the GI light, so with-
out any direct light that may be 

present in the scene.

The first one is with normal 
V-Ray light (without ‘store with 

IR map’ option). 
The second one with the ‘store 

with IR map’ option turned on.

You clearly see that in the first 

example, with the direct light 
extracted, there is not that 

much GI light to be calculated. 
And in the second example, all 
light is GI light.

This step is very important, you 

should really understand the 
difference between ‘store with 

IR map’ turned off or on, and 

the difference between direct/
first bounce and secondary 

bounces.

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Standard Studio Lighting

12. Store with irradiance map option (2)

The disadvantage of this option is that 

there will be more first bounce GI light, 
but worse, also more secondary bounced 

GI light (calculating detailed GI light, 
especially second bounce, is very proces-
sor intensive). This means you have to rely 

on IR map and QMC GI calculations for 
the creation of nice shadows. In product 

renders this is not such a big problem, 
because there will not be much second-
ary bounces anyway. Light that hits the top 

of the spheres for example (first bounce), 
will bounce back (second bounce) right 
into the sky. So this second bounce will 

have no effect on the rendering. Only a bit 
will bounce in between floor and objects, 

or from one object to the other. But the 
secondary bounces will not have such a big 

influence on lighting and shadow creation.

This will become more of a problem in 

interior scene lighting. There, the second 
bounce will not go to the sky, but it will 

probably hit a ceiling or wall, bouncing 

again and again... So in these scenes, the 

secondary bounces do have a great im-

pact on final lighting look and shadows. 
So in this case, it would be a good idea to 

reduce the amount of GI light, by replacing 

the first bounce by direct light (‘store with 
IR map’ turned off). Think about it, instead 

of relying on first bounce GI light to start 
with, you now start with direct light which 

will illuminate a lot of the scene already 
(quality is perfect, it is direct light), then 
there is first bounce (IR map) and then 

second bounce. I will show this in the inte-
rior lighting tutorial.

To summarize, for product renders you 
can greatly benefit from the store with IR 

map option, as there are not much second-

ary light bounces. You will need to improve 

the IR map settings, resulting in longer GI 
calculation, but the actual rendering of the 

image will be a lot faster, as there are no 
difficult area shadows to render anymore. 
The total render time (GI calculation + 

raytracing the image) will be a lot lower 
than when you use true raytraced area 

shadows (here GI calculation will go faster, 
but actual raytracing will take a lot longer, 
so combined total result is much longer). 

See top image with following settings:
- adaptive QMC AA 1/4

- noise threshold=0.002 in QMC sampler 
rollout

- IR map: see settings below top image
As you can see, render times are cut in 

half, and compared to the raytraced area 

shadows examples, there is absolutely no 

noise at all! But shadows are a bit less 

precise.

Go to the IR map settings and change the 

min/max to -4/-3 and the HSph subdivs to 

20. In the QMC sampler rollout set noise 

threshold to 0.005 again. These are very 
fast test render values. Render the image 

again. Notice how less detailed the shad-

ows are now (bottom image, spheres look 
like they float a bit). But hey, 11.3 seconds 

is not bad for a fully antialiased image :-)

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13. The end

This concludes the studio setup tuto-

rial. 

By now, you should better understand 
the difference between adaptive subdi-

vision AA and adaptive QMC AA, the 
effect of the ‘store with IR map’ option, 
and how to create a simple efficient 

studio lighting setup. 

Save this scene so you can reuse it 
in some of the other tutorials still to 

come.

Standard Studio Lighting

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Standard Studio Lighting

©2006 VisMasters. All rights reserved. 

VisMasters and the VisMasters logo are trademarks of ArchVision, Inc. 

All other trademarks belong to their respective owners. 

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About the author

Wouter Wynen has studied product development for 

5 years at the university in Antwerp, Belgium.  During 
these years, his interest in 3D modeling and visualization 

grew more and more.  In the end, it even overpowered 
the interest in product design.

After graduation, he founded the company Aversis, offer-
ing 3D viz & webdesign services.

Standard Studio Lighting

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Standard Studio Lighting

HDR Images in V-Ray

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