
For the next part I am gonna set up Panel br Panel view of Maya, with a Camera I made as one Panel and the other will be the Persp view. The Camera you should postion to how you want the render to come out as we will be using that camera each time we render.


Go to Window > View Arrangments > Two Panes Side by Side. I also then locked all the cameras attributes, so it cant be moved, scaled or turned by accident whilst rendering. If you render the scene now you will have something like this:

First to light this room we are gonna make use of the Window in the scene, we are gonna use a Directional Light to have light coming in from the window. We are not using a Spot Light, because a Spot Light's light is too sharp and projects in a single spot. A Directional Light goes in the way you point it, but acts like natural light and spreads around. So now go, Create > Lights > Directional Light.

Now move the light out side your room, point it towards the window so the light is coming into the room. I lined up the light using the Look though current camera option explain in my last post. Check that the arrows on this light source are facing in towards the window. Once they are in place have a look at what the room now looks like:

Now we have some light coming in from the window. Next we are going light up the rest of the room. ( Make sure you enable HQ, Lights, Shadows and Ray Shadowing on your light) So go to Create > Light > Area Light. This should make a square, this light lights all around the square. You can use this for light flooding in from a door or window, or if you want to give a light source a radial glow. So make your Area Light and place it in the window frame, like so:
( I lowered the Intensity to 0.5 )

1.0 Intensity

0.5 Intensity
Next we are gonna use a third new light, the Volume Light. This Light bounces other light around within its sphere. So what we want to do is make a Volume Light on the floor where the light from the Directional Light is hitting the floor. When making the Light make sure the Sphere of the light lights up the whole scene, because only surfaces within that sphere will be lit. Also at this point we are gonna add some colour to the Volume Light, as light is natural not white and it will make the scene more realistic.
So first go Create > Light > Volume Light. Postion in the spot where the directional light hits the floor. Increase the sphere size to that of the scene and in the attribute editor give the light a soft blue tint. Here my outcome so far:



Intensity 1.0
For next step we are gonna light the rest of the room, using a volume light once more. Place it where you put your lamp, mine is the large circle in the ceiling, we want this lighting the whole room so increase the size of the volume light to that of the scene. You will want to enable Ray Trace Shadows on this light and may want to give it a soft colour tint, I have gone with yellow as most bulb are a dim colour of light. Remember tweet with any settings till what you get as this tutorial is just showing you how to setup.

This is lighting in my room after tweeting with the intensity of each light, making the top volume light cast shadows and just general tweeting. The only problem I have encounter is with my lamp source, you may fine its casting a big shadow, try applying the volume light so its resting above or below your light source, depending if its on a surface or hanging from a ceiling.
Now we are gonna use a Ambient light. This lights up everything and is use for general lighting. Go Create > Light > Ambient Light. Just place this in the center of the room. At first this will be way to bright like so:

So lowered the Intensity a little bit, so the light does flood the scene:

Intensity 0.1

Intensity 0.3
Remeber when lighting a room, keep it simple. At most you will need a light source and a light to bounce the light. Always try and light upwards as natural like like the sun is always heading down and then bounce up and keep lights slightly tinted to give a more natural feel, light is never white. Tweet around with the settings used in this tutorial, lighting is about trial and error at the end of the day. Use what you feel looks right!
To recap:
Spot Light: To light a circular area with a strong light.
Directional Light: Acts like natural light and lights the area in which is it pointed.
Area Light: Use for light coming in from a window, door or any type of hole, it makes a radial aura of light around the shape you fit it too.
Volume Light: Bounces light with the area it is resize too, give light the natural property that it can bounce off surfaces.
Ambient Light: To give a simple light to whole scene and is used for lighting up a scene if its too dimmly lit.
There we have it, a room lit with different lights. I hope you learnt a few things from reading this tutorial and had fun.












