To light an interior space, the guidelines are simple: use light objects with realistic values, and place them where you would in the actual building. Photometric lights are preferred for this, but to use photometric lights, it is essential that the model have realistic dimensions.
Set up the scene:
In the \tutorials\lights directory, open the file interior_unfinished.max.
The scene shows an interior living-room space, with a fireplace and entrance alcove. The walls, floor, and ceiling of the room have been frozen to make them difficult to select accidentally.
Tip: If the walls are hard to see, use Customize > Customize User Interface > Colors to make the viewport background a lighter gray.
If you were to render the scene now, you would see a plain, bare room. This is the default lighting from a single light source.
Add a light with a preset value to the entryway:
Choose Create > Lights > Photometric Lights > Presets > 75W Bulb.
In the Top viewport, move the cursor over the alcove, and then click to position the light.
The light is now in the alcove.
If you look at the Left viewport, however, you will see that the light is on the floor.
Right-click the Left viewport to activate it. Turn on Move, and then move the new light up to the level of the ceiling.
If you were to render the scene now, it would be very dim.
Adding a light turns off the default lighting. Once you add a light, all the lighting for the scene must come from light objects that you place yourself. (The rendering also shows what appears to be a bit of a light leak above the door frame. Don't worry about this: it won't be apparent once you add more lights.)
Add an overhead fixture:
For overhead lighting in the living room, you will use a prepared light assembly from a separate MAX file.
On the Create panel, turn on Lights. Choose Photometric from the drop-down list, turn on one of the light object buttons,
and then turn on the AutoGrid toggle.
It doesn't matter which button you turn on. You are not going to create a light from scratch. However, AutoGrid should be on so the merged light-fixture assembly will align with the ceiling.
Move or resize your 3ds Max window so you can also see a Windows Explorer window.
Right-click a viewport and choose Unfreeze All from the Display (upper-right) quadrant of the quad menu.
Drag the file ceiling.pendant.max from the \tutorials\lights directory onto the Camera02 viewport in the 3ds Max window.
A pop-up menu appears, giving you the choice of opening, merging, or cross-referencing the scene with the ceiling pendant.
The ceiling pendant geometry appears. It is selected and because of AutoGrid, it is aligned to faces in the scene.
Drag the light fixture until it is aligned with the ceiling, and move it to a position near the fireplace.
Now that you have a single light in the living room, you can make instances of it to provide the room with more light.
Make an array of light instances:
While holding down the Shift key, move the light to the right along the X axis. (Watch the Camera02 viewport so the light ends up hanging from the ceiling, and not from the skylight.)
Repeat steps 2 and 3 two more times, so you have a row of four light fixtures.
On the toolbar, make sure that the Window/Crossing toggle is set to Window, then drag in the Top viewport to select all four
lights.
While holding down the Shift key, drag the four lights up along the Y axis to add another row, near the far wall.
Render the scene:
On the main toolbar, click Quick Render.
Now the living room is illuminated, and you can see the colors on the walls. It still looks rather shadowy, but this is only because the rendering shows direct light only. In real life, objects are illuminated by both direct light and reflected (“bounced”) light. In 3ds Max, you can add reflected light by calculating the scene's radiosity.
The radiosity solution shows that in fact, you might want to turn down the level of the living-room lights before making a final rendering. The lesson Managing Multiple Lights shows some ways to manage an array of instanced light objects such as those you just created.