Light Linking using three point lighting:Light
linking is the art of using multiple lights to create the illusion of
one. I normally start with a three point lighting scheme (which I will
cover later) and then add lights were needed. Linking a light to an
object or objects will allow you to control what that light affects.
This sounds complex but will make more sense as we get into it later.
For this example I will use two tires I created for a car I am working
on. (Fig. 1)

Fig 1.
NOTE: IT IS IMPORTANT TO NAME ALL LIGHT AND OBJECTS BEFORE
YOU START LIGHT LINKING. You can group objects and name them or name
all individual objects. But remember to name everything.
Like I
stated earlier, I am going to start with a three point lighting scheme.
This is where we use three light to initially light the scene (key
light, fill light, back light). For more information on three point
lighting, go to
http://www.3drender.com. That is an excellent source
for lighting information.
To start I added one
spotlight (key Light) which will be used as my main light source (Fig 2
- 3). This light will be the one to illuminate everything and cast the
objects shadows. Then I positioned the light to the angle I wanted.
Once the light is positioned, you can change where it points to by
pressing the show manipulator button, or T on your keyboard. This will
give you a second manipulator, which acts like a target. Just drag this
manipulator where you want the light to point to.

Fig 2.

Fig 3.
After the light is
positioned I would adjust its attributes and turn on the shadows like
explained before. Then test render to see the results. (Fig 4.) You
could also play with the decay of the light. With no decay the light
lasts forever. By using the various decays (linear, quadratic, and
cubic) the light will die out faster but create a softer light. See
fig. 5 to compare no decay with a decay turned on.
Fig 4.

Fig. 5
In comparing figures 4 and 5 you can see figure five is
darker but a little bit softer. Figure 5 has a linear decay turned on
with an intensity of 10. Experiment to see which lighting fits your
needs best.
By looking at the initial render (fig. 4),
you can see the backs of the objects, which are facing the viewer, are
completely black. Now as in real life, nothing is completely black on
the dark side. So we now need to link extra lights to the different
objects to backlight them. So we will now create our fill light. The
fill light comes in from the opposite side of the object, at a lower
intensity that the key light, to lighten the other side of the objects.
When using three point lighting, or light linking, the main light
should have the highest intensity and cast shadows. Every other light
you use should have a lower intensity and not cast shadows. This is
what I was talking about when I said we will use multiple lights to
create the illusion of one.
Create a new light and
position it so it is facing the dark part of the cylinder. (Fig. 6)
Then adjust it so the light is somewhat dull; I used .25 for the
intensity. We may or may not have to link this light so I would render
it to see if it is needed. (Fig. 7)
Fig 6

Fig. 7
The
render looked nice as is so we will not link any lights yet. You can
see in figure 7 that by adding the fill light, we brightened the
opposite side of the tires a bit so we can see more detail. Now we can
add the last light in the three point lighting scheme and start light
linking. The last light is the back light. This is a light coming from
behind and above the object/s. This is mainly used just for highlights.
I will now add a directional light above and behind the tires (fig. 8).
Then I will test render to see if I like it or want to link it. (fig. 9)
NOTE:
I USE MY OWN PERSONAL PREFERENCE FOR LIGHTS. IT IS UP TO YOU TO DECIDE
WHAT LIGHTS YOU WANT. YOU DO NOT HAVE TO USE SPOT LIGHTS AND
DIRECTIONAL LIGHTS LIKE I DO, I JUST FEEL I GET A BETTER RESULT THIS
WAY.
Fig 8

Fig 9
Now
the three point lighting is done and you can see the effect it has. The
directional light gives some mice highlights on the top of the tires
and rims, the fill light brightens the back parts just a little, and
the key light generates the overall brightness and shadows. Now we can
start light linking. Basically, light linking will allow you to add
lights and have them affect specific objects. So now we can go through
the scene and see what areas are too dark and lighten them up. We can
look at figure 10 and see what needs to be lit.

Fig. 10
.