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Key Terms

  • Angle of incidence. The angle at which light rays strike a surface, which affects the brightness of the light on the surface.

  • Scanline renderer. This renderer functions with standard lights to efficiently render a final image.

  • Bounced light. In the real world, a percentage of the light that strikes a surface is bounced back to other surfaces. You will learn to simulate the bounced light using 3ds max 7 standard lights.

As I've said many times already, studying the work of traditional artists and photographers, in this case to see how they applied light and dark values, can be extremely helpful for understanding how these concepts work. The Dutch master Jan Vermeer and American photographer Ansel Adams are good starting points because they are particularly notable for mastering the art of lighting. At the end of this chapter, I've also noted Web sites that you can use as references for further study.


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