08. Next we need to match the lighting. To view how the lights are placed, hit the Toggle Lights icon at the lower righthand corner. The three default infinites will be shown in the canvas, displaying their light direction and where they are in 3D space. However, our room is lit from ceiling lights: delete the three default infinite lights by clicking on each light layer in our 3D window and hitting the Bin icon. Create four new point lights using the Create Light icon: lights 1 and 2 emulate the two lights that can be seen in the background photo; lights 3 and 4 emulate the lighting that’s just out of the picture that you can see on the floor. With Point Light 1 selected, hit the Drag the Light icon to the left of the Point Light attributes. You can now drag the light in 3D space, or enter a value. Enter these values: Point Light 1: X = 46, Y = 12, Z = 40; Point Light 2: X = 46, Y = -18, Z = 40; Point Light 3: X = -33, Y = -30, Z = 40; Point Light 4: X = -33, Y = 30, Z = 40. Finally, set the Intensity values of Point Lights 3 and 4 to 0.5 instead of 1.


09. The lighting is starting to look more convincing and our 3D model is fitting in better, but the point lights we’ve just added aren’t casting proper shadow onto our mesh. It’s time to take a look at the Render Settings option: in the 3D window, click Scene and then Render Settings. Change the Face Style from Solid to Ray Traced: your mesh should now be receiving ray-traced shadows from the four-point lights.


10. Now let’s review our Materials options (See tip box). In CS4 you can now paint texture maps directly onto the 3D model from CS4’s canvas. Doubleclick on __PS_3D_Default in the ‘Scene’ tab under objMesh and rename it ‘Material’ to make it easier to find. First set the ambient colour – the light on the reflective surfaces, which is usually the darkest colour close to the space of the 3D model. In this case, that will be the vents on the ceiling: click on the colour icon next to Ambient and use the Eyedropper tool to set the colour. You may not notice any change – this is because the ambient colour of the material works hand-in-hand with the Global Ambient Color, so we would have to change that as well. Click on Scene again in our 3D window and change the Global Ambient Color to match the vents, using the Eyedropper. The dark areas of the 3D model will now be tinted brownish-beige. The whole model will instantly seem to fit into the room better.