

(Figs. 1, 2)
The two above images were rendered using no lights at all. How was this possible? By using images or (light probes) to project a radiosity calculation. This technique, when coupled with an HDR image, is often called an HDRI render.
The entire HDRI term has been misunderstood, and despite the fact this feature had been incorporated since back in Lightwave 6.0, it is still surrounded in mystery. While there are some good documentation on HDR images, Lightwave users find it hard to apply to Lightwave itself as there does not appear to be much documentation as of yet to help even the experienced user get through it.
This is specifically why this tutorial is here. However, before we jump into
all the hype about HDRI, we must first re-cover some of the basics. This is
because HDRI incorporates quite a few principles, and the more that one knows
how things are being operated, the better the tweaking and resulting work will
be. (Not to mention troubleshooting!)
Radiosity –
First, a concept of radiosity must be understood. For those that know this
already feel free to skip ahead. For those that don’t, this will be a
quick watered down explanation of it (we’ll leave an in depth explanation
of radiosity (rads) for an upcoming tutorial).
What makes radiosity so enticing for 3D artists, is the realism it creates.
There are 2 major elements to radiosity. One is the fact that you get shadows
(nice and soft). The other major element is that you get bouncing light. This
bouncing effect, is what can add huge render times to a scene, but it sure can
be worth it.
For a further explanation, if we were to follow rays of light form a source,
we see it travel and hit an object. However, light does not stop all it’s
rays as soon as it hits an object (unless it’s a black hole). Some light
may be absorbed, but the rest is reflected and continues on a new linear path.
Eventually these rays will hit other sources, some will absorb and some will
bounce again, and the process continues. Another property of
Applications such as Lightwave not only give you the added feature of radiosity,
but also (version 7.5) allow you to select the number of bounces. Generally
this is set at one to two. Further bounces will add very little improvement
usually, but drastic render times.
No Lights –
And now, for something more interesting. You can effectively light your scene
without needing to use any lights. Well, not in the conventional sense. While
radiosity CAN use the normal lights that come with LW, such as area lights,
etc, this is not always needed. Any surface created which has a luminous value,
will be counted as it’s own light source. What this means, is that you
could even slap on an image to a polygon(s) and have it determine how the light
is emitted. The texture can will even control the color of the rays.
This is something you may have done similar in the past. So, what is the big
deal you may ask? Well let me explain something about HDR images. BTW, there
is no such thing as an HDRI image, that is the same thing as saying HDR image
image. The acronym HDRI stands for High Dynamic Range Image.
Most conventional images, are 24 or 32 (added alpha) bits. These are considered
low dynamic ranged images. They consist of 8 bits per channel. That’s
24, as 8 Red, 8 Green, and 8 blue bits make up the image and determine the over-all
look. For those who forgot binary mathematics, 2^8 = 256. Thus, for each 8 bit
channel, there can only be 256 possible levels of shade for that color.
There is nothing drastically wrong with this, in fact, your common computer
output devices work fine with this. A setting of (0,0,0) we recognize as pure
black, and (255, 255, 255) is pure white. The steps in between are whole numbers.
For normal viewing we can get along with this form fine, however, in real life,
there are much more shades than 256 levels. If you were looking one instant
away from the sun, then the next directly into it, you will quickly be reminded
of this fact. In fact, often when rendering, the variations internally are much
greater than the levels within 24 bit images, however they are squashed down
so to speak (non linearized), in order to display on the image viewer.
Now, you may have figured out where we are going with this. Yes, an HDRI image
contains much more information than a 24 or 32 bit one. In fact, not only can
you have floating point (fraction) values for each channel, you can also have
numbers that greatly exceed 255. Hence a channel value of 942.32 is perfectly
legal. Thus, even though your eye may not be able to see this, the image itself
may contain many bright areas which your eyes do not detect. Also, conversely
in the dark areas, there may still be valuable information there, however you
can not currently see it. But if you were to crank up the brightness values,
they would become evident. As demonstrated below:
LDRI (Normal view) |
HDRI (Normal View) |


LDRI (32x Brightness) |
HDRI (32x Brightness) |


LDRI (1/32x Brightness) |
HDRI (1/32x Brightness) |


LDRI (Motion Blur) |
HDRI (Motion Blur) |


(Figs. 3 - 10)
In regards to viewing images on a normal display, there is no apparent difference
that can be seen between normal image and the HDRI. They appear to be the exactly
same image as far as one can tell. As for increasing the brightness, the difference
may almost look subtle here, but the HDRI contains more detail of the dark areas
which were only observed as blackness before.
The difference is much more dramatic when decreasing the brightness. While the
LDRI looks almost pure black, the HDRI still has it’s hot spots shining
through with strong intensity. A similar difference can be seen when using motion
blur. While the LDRI shows the hot spots as becoming dilute, the HDRI once again
shines through with strong intensity, creating a much more realistic look. These
samples all show the power of HDRIs.
Now that you understand how HDR images can behave, we will apply them to rendering.
When an HDR image is used as a lightsource in Lightwave, we get far more control
over the lighting of a scene than our limiting 24 bit images. For example, if
we take an HDR image of a scene, and map it onto an inverted sphere placed around
our environment, the lighting from the texture would much more realistically
light our scene, than from the 24 bit type. Of course this does not mean you
HAVE to use HDR images to make something realistic, but this is just another
tool you can use in your LW arsenal for those special lighting scenes. The images
generated from HDR are not only realistic, but also can be implemented very
simplisticaly, as no complex lighting rigs need to be set up. The only major
problem with this system, is that of waiting for the render.
LightProbes-
A quicker method to light your scene, is to simply use a lightprobe in the
background settings of layout. A lightprobe, is nothing like an object that
needs to be loaded, it is just the term used to a specific kind of HDR image.
This kind of image, your may have seen time to time on the net, have an interesting
spherical look to them. The reason these images look spherical, is because they
have been designed to map AROUND your environment in a specific way.
For those interested in the making of these images, they are most often done
by taking a photo of the REFLECTION on a mirrored or chrome ball. Yes, that’s
correct, many people end up buying silver-like balls, putting them on poles,
then photographing the reflection on them to obtain a truly surround image system
(well, almost 100% surround). However, often the photographer will do angles
at 90 degrees, and then use tricks such as stitching the images, which is done
to prevent the reflection of the actual camera showing up in the resulting work.
In order to get one HDRI, often many separate images are composed. This is even
needed when stitching is not applied. These photos are taken at different settings
to capture different exposures. About four to 8 is a common number for this.
When done, they are all combined, into one, which gives enough definition to
get a good accurately based dynamic range.
LightProbs in Lightwave-
Now, from theory to practice in Lightwave. The incorporation of a lightprobe
is most likely one of the easiest things to do, (yes I am being honest here).
Once your scene has been loaded, it is time to access the Effects > Background
options by pressing CTRL-F5.
It is in the Effects menu that you need to install the image word plug-in. Just
click on the ‘add environment’ drop-down, and select ‘image
world’. Now your plug-in is installed. We still need to add an actual
HDR image however. Click on the ‘Image World’ text to highlight
it, then click on edit > properties. Or, you could just double click on the
‘Image World’ text to make things simpler.
Now, load your image in the ‘Light Probe Image’ drop-down menu.
This is where a lot of people have trouble. The problem is, if the HDR image
is not present in the list, users are confused as to how to load it. The answer
is simple, use the generic ‘Image Editor’ CTRL-F4 and just load
your image from there. This will add the image now in the drop-down light probe
menu, so now you can go back and select it from there.
Note: From the light probe menu, you can tweak HDRI settings, such as brightness,
and rotational values. Don’t worry about messing up too bad by experimenting.
As mentioned, this feature is very simplistic and is quick to learn.

When you render, don’t forget to turn down normal light properties, and
make sure that radiosity is turned on. This also tends to be a common mistake
first time users go through.
P.S. In the first two schoolhouse images listed at the top of this tutorial,
one involved the use of an HDRI, and the other a LDRI for lighting, can you
guess which? Can’t tell? Well, the blue sky was a regular 24 bit image
taken from the texture gallery at Highpoly3d.com, while the reddish sky texture
was the HDRI courtesy of Dan Ablan. This shows that you do not always need a
high dynamic image for a lightprobe, always adapt to your situation.
This
tutorial hosted at Highpoly3D.com
References:
Figures 1 & 2: Schoolhouse model courtesy of Dan Ablan (Inside LW 6), Textures Highpoly3d.com & Dan Ablan.
Figures 3 to 10: Images used from HDRshop, "http://www.debevec.org/HDRShop/main-pages/intro.html".