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Tiêu đề 3ds max Lighting
Tác giả Nicholas Boughen
Trường học Wordware Publishing, Inc.
Chuyên ngành Computer Animation
Thể loại sách
Năm xuất bản 2005
Thành phố Plano
Định dạng
Số trang 45
Dung lượng 2,31 MB

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xv Part I Lighting Theory Chapter 1 Properties of Light.. 96 mr Area Light Parameters Rollout Area Omni Lights.. 101 mr Area Light Parameters Rollout Area Spotlights.. 112 Photometric Li

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3ds max ® Lighting

Nicholas Boughen

Wordware Publishing, Inc.

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Library of Congress Cataloging-in-Publication Data

Boughen, Nicholas.

3ds max lighting / by Nicholas Boughen.

p cm.

Includes index.

ISBN 1-55622-401-X (pbk., companion CD-ROM)

1 Computer animation 2 3ds max (Computer file) 3 Computer graphics I Title TR897.7.B665 2004

CIP

© 2005, Wordware Publishing, Inc

All Rights Reserved

2320 Los Rios BoulevardPlano, Texas 75074

No part of this book may be reproduced in any form or by any meanswithout permission in writing from Wordware Publishing, Inc

Printed in the United States of America

on the property of others The publisher recognizes and respects all marks used by companies, manufacturers, and opers as a means to distinguish their products.

devel-This book is sold as is, without warranty of any kind, either express or implied, respecting the contents of this book and any disks or programs that may accompany it, including but not limited to implied warranties for the book’s quality, per- formance, merchantability, or fitness for any particular purpose Neither Wordware Publishing, Inc nor its dealers or distributors shall be liable to the purchaser or any other person or entity with respect to any liability, loss, or damage caused or alleged to have been caused directly or indirectly by this book.

All inquiries for volume purchases of this book should be addressed to WordwarePublishing, Inc., at the above address Telephone inquiries may be made by calling:

(972) 423-0090

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Being a man with a family who sees too little of him,

I must dedicate this book, of course,

To my wife, Victoria,And to my children, Michael and Katherine,

Who have asked for attention so many times

While I sat,Zombie-like,Glued to my evening’s work

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This page intentionally left blank.

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Acknowledgments xiv

Introduction xv

Part I Lighting Theory Chapter 1 Properties of Light 3

Intensity/Luminosity 3

Color 5

Direction 7

Diffuseness 9

Shadow 11

Shape 12

Contrast 13

Movement 15

Size 18

Chapter 2 What, Where, When? 20

Interior or Exterior 20

Time of Day 23

Time of Year 24

Atmospheric Conditions 25

Chapter 3 Light Sources 28

Sunlight 29

Skylight 35

Incandescent Light 37

Fluorescent Light 38

Reflected Light 38

Diffuse Reflected Light 39

A Note about Proportion and Scale 40

Chapter 4 Basic Material Considerations 42

Color in the Real World 42

Specularity and Glossiness 44

Reflectivity 47

Diffuse Color 49

Luminosity 51

Chapter 5 Studying Light 54

Natural Light 55

Sunlight 55

Skylight 57

Cloudy Day 58

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Moonlight 58

Starlight 59

Artificial Light 59

Incandescent Sources 59

Diffuse Sources 60

Point Sources 60

Fluorescent Sources 60

Shadow 61

Light Color 63

Chapter 6 Principles of Lighting 64

The Key Light 65

The Fill Light 65

The Highlight 66

McCandless Lighting 68

Key/Fill Lighting 70

Three-Point Lighting 71

What Is Great about Three-Point Lighting 72

What Is Not So Great about Three-Point Lighting 73

Four-Point Lighting 73

Other Lighting Angles 74

Coloring Your Light 76

Complementary Tint 76

Related Tint 77

Intensity Ratios 77

Options in Lighting a Scene 78

Part II 3ds max Lighting Tools Chapter 7 Standard Lights and Typical Uses 81

Default Light 82

Ambient Light 83

Free Lights and Target Lights 86

Directional Lights 87

Directional Parameters 88

Light Cone 88

Show Cone 89

Overshoot 89

Hotspot/Beam 89

Falloff/Field 89

Circle/Rectangle 90

Aspect 91

Bitmap Fit… 91

Spotlights 91

Omni Lights 92

Contents · · · ·

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Chapter 8 mental ray Lights 95

mr Area Omni Lights 96

mr Area Light Parameters Rollout (Area Omni Lights) 97

On 97

Show Icon in Renderer 97

Type 98

Samples 100

mr Area Spotlights 101

mr Area Light Parameters Rollout (Area Spotlights) 101

On 101

Show Icon in Renderer 102

Type 102

Radius, Height, and Width 102

Samples 103

Chapter 9 Photometric Lights 104

The Good… 104

The Bad… 104

…and the Ugly 104

Photometric Light Types 105

Point Lights 105

Area Lights 107

Linear Lights 108

IES Sky 109

IES Sun 111

Daylight System – Simulated Direct Sunlight Plus a Photometric Skylight 112

Photometric Light Parameters 113

Photometric Light Presets 114

Exposure Control (Environment Control) 114

Chapter 10 Other Lighting in MAX 116

Light Tracer and Radiosity (Default Scanline Renderer) 116

Caustics 118

Volume Lights 118

Objects as Lights 121

Lens Flares 125

Lens Flares Defined 125

Why Not to Use Them 126

Good Uses for Lens Flares 127

Chapter 11 Manipulating Lights 134

Creating Lights 134

Selecting and Transforming Lights 135

Selecting an Item 135

Moving an Item 137

Rotating an Item 138

Scaling an Item 140

· · · · Contents

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Transforming Target Lights 143

The Light Viewport 143

Light Navigation Controls 144

Dolly, Target, Both 144

Light Hotspot 145

Roll Light 147

Light Falloff 147

Truck Light 149

Orbit, Pan Light 149

The Light Lister 150

Chapter 12 General Light Parameters 152

General Parameters Rollout 153

Light Type 153

On 153

Type 154

Targeted 154

Shadows 155

On 155

Use Global Settings 155

Shadow Type 156

Exclude 156

Intensity/Color/Attenuation Rollout (Standard Lights) 159

Multiplier 159

Color Swatch 160

Decay 161

Type 161

Start 162

Show 162

Near and Far Attenuation 163

Use 164

Show 164

Start/End 164

Intensity/Color/Distribution Rollout (Photometric Lights) 165

Distribution 165

Isotropic 165

Spotlight 165

Diffuse 165

Web 165

Color 166

Kelvin 166

Color Swatch 167

Filter Color 167

Intensity 168

Resulting Intensity 168

Multiplier 169

Contents · · · ·

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Linear Light Parameters Rollout 169

Area Light Parameters Rollout 170

Shadow Parameters Rollout 170

Object Shadows 170

Color 171

Density 171

Map 172

Light Affects Shadow Color 173

Atmosphere Shadows 173

On 174

Opacity 174

Color Amount 174

Atmospheres & Effects Rollout 174

Advanced Effects Rollout 175

Affect Surfaces 175

Contrast 175

Soften Diff Edge 177

Diffuse/Specular 177

Ambient Only 178

Projector Map 179

Chapter 13 Shadow Types and their Typical Uses 181

Shadow Maps 181

Shadow Map Parameters Rollout 181

Bias 181

Size 182

Sample Range 182

Absolute Map Bias 183

2 Sided Shadows 183

mr Shadow Maps 183

mental ray Shadow Map Parameters Rollout 183

Map Size 183

Sample Range 184

Samples 184

Ray-traced Shadows 184

Ray Traced Shadow Parameters Rollout 185

Ray Bias 185

2 Sided Shadows 185

Max Quadtree Depth 186

Advanced Ray-traced Shadows 186

Advanced Ray Traced Parameters Rollout 186

2 Sided Shadows 186

Shadow Integrity 187

Shadow Quality 187

Shadow Spread 187

Shadow Bias 188

· · · · Contents

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Jitter Amount 188

Area Shadows 189

Area Shadows Parameters Rollout 189

Basic Options 189

Antialiasing Options 190

Area Light Dimensions 190

Chapter 14 Radiosity 191

Radiosity Defined 191

Global Illumination Defined 191

The Tools 192

Radiosity 192

Radiosity Tutorial 193

Light Tracer 197

A Short Light Tracer Tutorial 198

Another Short Light Tracer Tutorial 200

mental ray Indirect Illumination 204

mr Global Illumination Tutorial 205

Chapter 15 Texture Baking and Light Painting 209

Texture Baking 209

Texture Baking Tutorial 210

Light Painting 222

Light Painting Tutorial 223

Chapter 16 MAX Color Selection Tools 229

RGB 230

HSV 231

HSB 232

HSW 233

Kelvin Color Picker (Photometric Lights) 233

Kelvin and Filters 234

Chapter 17 HDRI and Caustics 235

What Is HDRI? 236

Why Should I Use HDRI? 237

Lighting a Scene with HDRI 238

How Do I Use HDRI to Light a Scene? 239

Using LightGen 239

Using an HDR Image 241

Caustics Defined 248

When and Where to Use Caustics 251

Chapter 18 Rendering 252

Default Scanline Renderer Panel 252

The Common Tab 253

The Renderer Tab 255

The Render Elements Tab 256

Contents · · · ·

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The Raytracer Tab 257

The Advanced Lighting Tab 258

Light Tracer Parameters 259

Radiosity Parameters 260

mental ray Renderer Panel 261

The Common Tab 261

The Renderer Tab 261

The Indirect Illumination Tab 262

The Processing Tab 263

The Render Elements Tab 264

Part III Creating Lighting Chapter 19 Intent and Purpose 267

Understanding Artistic and Emotional Intent 268

What Is Your Light’s Motivation? (Justifying Choices) 269

Chiaroscuro: The Use of Light and Shadow 270

Some Examples 271

A Pleasant Scene 272

A Sad Scene 273

A Frightening Scene 273

Chapter 20 Color Mixing 275

Two Types of Color 275

The Color of Light 275

The Color of Pigments 277

Pigments in the Real World 278

Pigments in MAX 279

RGB Values 280

Hue, Saturation, and Value 281

Hue 281

Saturation 281

Value 282

How Hue, Saturation, and Value Interact 283

Recapping HSV 283

The Additive Color Wheel 284

Primary Colors 286

Secondary Colors 288

Tertiary Colors 288

Intermediate Colors 289

Color Harmonies, or Schemes 289

Monochromatic Harmony 290

Complementary Colors 291

Split Complementary 292

Double Split Complementary 294

Analogous Color Harmony, aka Related Tints 295

Triadic Color Harmony 296

· · · · Contents

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Additive Mixing 298

Missing Color 299

Subtractive Mixing 300

Subtractive Light Mixing 301

Mixing Light with Pigments 302

The Psychology of Color 302

Warm Colors 303

Red 303

Orange 303

Yellow 303

Cool Colors 304

Green 304

Blue 304

Purple 304

Black 304

White 304

Other Colors 305

Related Tints 305

Complementary Colors 305

Triadic Colors 306

Monochromatic Colors 307

High-Saturation, High-Value Colors 307

Low-Value Colors 307

Low-Saturation Colors 307

High-Contrast Color Combinations 308

Low-Contrast Color Combinations 308

Designing with Color 309

Chapter 21 Mood Setting 310

Angle and Shadow 311

Contrast 314

Intensity 315

Motion 316

Weather 316

Chapter 22 Style 318

What Is Style? 318

So What Do I Do? 319

Less Is More 320

Consistency between Shots 320

Chapter 23 Designing Lighting 322

The Design Process 322

Script Analysis 322

Understanding the Story 323

Research 325

Historical 325

Visual 326

Contents · · · ·

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Technical 326

Dramatic 327

Discussion: Working with the Design Team 327

Planning 329

Sketches and Drawings 329

The Magic Sheet 331

A Formal Lighting Plot 332

A Formal Lighting Schedule 335

Implementation 337

Block Placement 337

Roughing Out 338

Fine-Tuning 338

Working with Materials 339

Evaluation 339

Balancing the Scene 340

Focus and Emphasis 342

Designing with Light and Shadow 342

Designing with Light 342

Designing with Shadow 343

Lighting a Scene vs Lighting an Object 343

Putting It All Together (Making a Pleasing Picture) 344

Saving and Reusing Lighting Rigs 345

Chapter 24 Identifying and Recreating Light Sources in a Plate 346 About Photo-real Lighting 346

About Plates and Light Sources 347

Replicating the Light Source 350

The Mirror Ball 357

A More Complex Lighting Environment 358

Rendering the Element 372

Getting the Color Perfect Is Not Your Job 372

Chapter 25 Lighting Setup Examples 374

Exterior Sunny Day 374

Exercise 1: Direct Key, Ambient Fill 375

Exercise 2: Direct Key, Direct Fill 380

Exercise 3: Using Shadow Maps 381

Exercise 4: Area Shadows 383

Exercise 5: Using a Skylight for the Fill 384

Exercise 6: mental ray Area Lights 386

Exercise 7: Using Photometric Lights 392

Exercise 8: IES Sun and IES Sky 397

Exterior Scenes with Radiosity 401

Index 403

· · · · Contents

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First and foremost, I wish to thank my publisher, Wes Beckwith, for hisendless encouragement, support, and enthusiasm I am grateful for theconfidence he placed in me to complete this project to a high standardand on schedule Thanks to all the other Wordware folks for their contri-butions and efforts on this book, especially Beth Kohler, who trains hereagle eye on the text, eschewing obfuscation at every turn

Secondly, I’d like to thank Marnie Marshall, lighting artist and MAXlighting expert at Electronic Arts in Vancouver, British Columbia, whoread over the manuscript, checking for technical errors and lack ofclarity

I’d like to acknowledge the contributions of Jessica Chambers, nical director at the Shadbolt Centre for the Arts in Burnaby, BritishColumbia, Canada Thanks to Jessica for the use of her head in Chapter

tech-1 and the use of her theater facilities to photograph some of the lightingconcepts I attempt to describe herein

Thanks to Rainmaker’s Brian Moylan, director of digital imaging, forendless support and enthusiasm for the job, for keeping it real, and forencouraging personal projects such as this, which sometimes take timeand focus away from the pressure-cooker of daily production work.Numerous others have contributed in some part to this book Fromhyper-talented lighting designers and college professors back in themists of time to the 3D artists of the world Some of these people I workwith every day and others I know only by reputation, but from all I con-stantly learn new tricks and techniques Every step down the path hasled to this book, and so here it is I hope you enjoy it I hope, especiallythough, that this book brings you some new skill or understanding andhelps improve your lighting in some small way

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While reading this book, you will find areas where repetition occurs.Lighting a scene involves the application of numerous tools, methods,and properties that are all interlinked Although I have endeavored toseparate each element into chapters for easy comprehension, they none-theless overlap here and there I found that a small measure of repetition

is preferable to constantly referring the reader to other chapters

Why Write This Book?

I have had the privilege of working with some incredibly talented artists,yet some of them have not grasped the simplest lighting principles Thefinal scene is beautiful to be sure, but many artists run into two mainproblems lighting those scenes One is that while the lighting is perfectand beautiful, it may have taken hours to accomplish through a system oftrial and error The other problem is that the lighting is imperfect, per-haps disobeying the laws of physics It just looks wrong The artist orviewer may not be able to put their finger exactly on the problem, buteven an untrained eye has spent a lifetime experiencing the propertiesand qualities of light You can’t fool the audience Understanding a fewprinciples can solve this problem for the artist

I have a 20-year background in practical lighting for stage and video

My studies derive from those of artists throughout history who havelabored to understand the properties and qualities of light so they mightincorporate those qualities into their own works It seems natural that3D artists should begin from the same point as painters, sculptors, andphotographers, especially since 3D art embodies all three of thesedisciplines

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Good lighting can make the difference between a good shot and a

great one I would like to see more artists equipped with a strong

enough understanding of lighting to make them masters of their art Tothat end, I wish to share the tidbits of knowledge and experience I haveacquired over the years through my own studies

Why Read This Book?

If you have ever looked at a photograph and been unable to decipher thelight sources, direction, and color, or if you have been unable to replicatethis lighting within MAX, this book will help you If you have ever

thought your lighting looked flat, boring, meaningless, inane, hensible, stale, clichéd (stop me any time), overused, cheesy, CG, fake,

incompre-or derivative, reading this book might be a good move If you have everwondered how to make objects stand out from the background, how to

demonstrate all the minute detail you have spent weeks modeling, or

how to make a shot feel sad, angry, or joyous, you might take some time

to look through these pages If you have seen the work of some great 3Dartists and marveled at how photo-real everything looks and wished youcould add that sense of realism to your work, read on

Good lighting is crucial to the final look of your shot Even a poorlydesigned, marginally textured object can still look like it really exists if

the lighting is good On the other hand, a beautifully designed, ingly modeled and textured object, if lit poorly, will be easily identified ascomputer generated

painstak-Screw Physics!

Physics nitpickers, beware This section may offend some readers

Lighting can be a very contentious issue That is not to say that it isvery complex or difficult to learn It is not But it can be difficult to talk

about This is mainly because there is a certain breed of people who justcan’t let reality go I teach that a shadow may have a certain color based

on a number of different environmental factors Someone nit-picks thatshadows don’t actually have any color, being, themselves, the simple

absence of light (This is technically true, but quite unimportant to CG

lighting.) I teach that certain light types behave a particular way Some

physics snob claims it’s all wrong and lectures me about angstroms,

electromagnetic wavelengths, photons, and wave theory

It comes down to a few simple arguments First,

computer-generated imagery is fake It is therefore not real and subsequently is

not obliged to live by real laws of physics Second, it is unimportant what

Introduction · · · ·

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hacks and tricks you had to pull and what physics you had to ignore aslong as things turned out the way you intended and the final renderlooks great Third, did you really purchase this book for a lecture on ang-stroms, electromagnetism, and the behavior of up quarks and downquarks? Or is it the art of computer-generated lighting we’re talkingabout?

Hopefully by the time you have reached this paragraph, you haveeither tossed this book in the bin because you are a nit-picking physicssnob and I have deeply offended your sense of reality (yay!), or you havecome to the conclusion that there will be some “bending” of the laws ofphysics here As a matter of fact, I plan to outright break, smash, andstomp some physics simply to amuse myself Does it matter so long asthe final render looks photo-real? Well, does it?

Physics is important to lighting for a number of reasons, not least ofwhich is that it explains why light and shadow behave the way they do,but it is not there to fetter our artistic endeavors, our tastes, or even ourbaser need to get a render done quickly Let’s face it: If we were con-strained to using lighting tools that only obeyed the laws of physics,frames would take days, weeks, or months to render instead of minutes.Physics helps us understand how real things work so that we knowhow to build tools and techniques that approximate those realities Ofcourse the goal is to approximate them so well that they look completelyphoto-real This approximation is likely to be a big compromise that ismade up of completely impossible tools and techniques, cheats, fakes,hidden truths, and some seriously great compositing work post-renderconsisting of motion blur, film grain, smoke, dust, nasty edge-work,rotoscoping, and probably shaking a live chicken over the tablet aboutfive minutes before delivery deadline

Take lights, for example In the real world, there is only one basiclight type All light sources fall into this one category and can be

described using one set of rules (Argue if you will; I’m not listening.)MAX, on the other hand, is equipped with a number of different lighttypes Each different light is characterized by specific light propertiesthat may or may not exist in real lighting but have been designed tomake your frames render much, much more quickly None of the lightsavailable in MAX behave exactly as real light does Those brainiacs whohave coded our lighting tools have split up various light properties intoseparate lighting instruments and controls, giving us the ability to createlighting looks without having to go through all the hassle of using realphysics to render

For example, in the real world, if you turn up the intensity of a light,the specular highlight and reflection on a surface will also increase That

· · · · Introduction

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is because they are all part of the same property In the virtual world,

however, these properties can all be manipulated individually,

com-pletely disobeying the law Shame!

So to begin with, we are going to ignore physics except in our vations of real-world light When it comes to lighting in the virtual

obser-world, we need to understand the laws so we can make something that

appears to work like them, but we do not need to obey them In this way,

we are gods and make our own physical laws Light behaves the way wedesire it to in our virtual worlds because we wish it

There, now don’t you feel like tossing a lightning bolt or something?

Some Notes about Observation

Observation of the real world is the backbone upon which all the rest ofyour artwork, including lighting, rests You will never, ever learn good

lighting, animation, texturing, or much of anything else by simply sitting

in front of a computer monitor clicking keys and scrolling your mouse

wheel If it is your desire to become a truly world-class artist, it is yourobligation to yourself to get out there and study the world that you are

striving to copy

Painters perform many painting and drawing studies before ing a large work If they need to work out just how a human hand lies orjust how cotton fabric crumples, they will draw hands in many differentpositions or they will get cotton and lay it out, drawing it over and overuntil they fully understand its properties and behaviors Lighting is justlike this

attempt-If you expect to create realistic lighting, you absolutely must get outthere and observe lighting conditions See the properties of light and

shadow under as many different environmental conditions as possible

Analyze and study both lighting and shadow Understand how different

textures react to specific lighting conditions Know what a reflection is

before you attempt to alter the reflectivity, specularity, and glossiness of

a texture at the workstation As a lighting artist, it is your duty to reach

a Zen understanding of lighting Be one with the light, young pixel rai, and ye shall reap the rewards

samu-Introduction · · · ·

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Rules of the Road

The first rule any artist learns is that there are no rules This book willdemonstrate how light works, how to look at it, and how certain tools inMAX’s toolkit can be used to approximate or replicate it There are also

a number of lighting techniques covered, some of which are commonlyused in film and television These are not rules; they are principles andtechniques Once you understand lighting, you will discover that you donot need rules or techniques described for you, that you can create yourown techniques, that you can make up your own rules Simply put, youcan light a scene any way you wish if it pleases you Your best bet forlearning how to gain complete control over your lights is to experiment,ignore standard practices, and investigate exactly how your lightinginstruments perform and react Anyone who tries to tell you about rules

is mistaken

What is “good lighting”? That’s a loaded question If I had to define

it I would say “good lighting” is what occurs when the results are whatthe artists set out to create I have met directors who believe that “goodlighting” means everything in the scene is brightly lit so you can seeevery detail What if the scene is in a dark alley at night with a couple ofsmall overhead street lamps just barely bright enough to create two dimpools on the asphalt? Should I throw in a nice bright distant light at100% so everything is brightly lit? Of course I shouldn’t This is a prettyobvious example but it demonstrates the point: Good lighting looks andfeels right Believe it or not, you are already an expert on what lightshould look like You’ve been observing the effects and qualities of lightsince you first opened your eyes Trust what your eyes tell you My job

is to dissect and define all those things you already know and presentthem to you in a way that will allow you to manipulate them like old,familiar hand tools

A Note About Art: There is little that can replace a traditional art background You have probably heard or read this a hundred times and rolled your eyes, but it remains fundamentally true It is not about whether you can draw, paint, or sculpt but about learning how to look

at your subject and dissect it into forms, colors, and intersections so they can be recreated on your own canvas, in this case your computer.

If you do not have any art training, do not dismay; this book will still help you improve your lighting I would be remiss, however, if I did not recommend that you take a couple of evenings a week and attend a class at your local arts institute Most community centers have arts classes of some sort If your desire is to become a world-class artist, you really should study art.

All right, enough of that soapbox.

· · · · Introduction

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Lighting, Both Beautiful and Accurate

Pleasing lighting is not mutually exclusive from accurate lighting

This may seem to be an obvious statement, but you would be

sur-prised how many artists throw lights into a scene to highlight an item

when there is no lighting source to justify the illumination Accuracy is

key to good-looking lighting If you really need to highlight something

and there are no light sources to justify it, there are other steps you cantake to achieve a good look Altering the background is one such solu-

tion, although it’s not always possible Find a way to add a light source tojustify the light you need If nothing else works, at least try to make theoffending effect subtle enough to pass notice

You might even get away with making alterations to the subject or

its textures Creativity is not just about building, painting, and lighting It

is also about finding creative solutions to problems just like this that pop

up every day Part of your job is to fix them

In your career as a lighting artist, you will probably encounter tions where you are ordered to highlight something and denied

situa-permission to make any alterations that will justify that highlight This

especially happens when the budget is tight, time is short, and/or the

director or VFX supervisor is inexperienced This is where the VFX

supervisor has a tough job trying to coordinate between director, gaffer,and CG department to try to make the final composition seamless and

real You should try to argue your point, but sometimes they don’t want

to hear it Just smile, nod, do the work, and don’t put it on your reel

Sometimes you just have to walk away

Note: Some filmmakers are euphemistically referred to as “guerilla

filmmakers.” This evokes a mental image of hurried, hit-and-miss

operations that spawn marginal results or failures If you are very

lucky, you will never end up trying to light shots for these “guerilla”

filmmakers, whose favorite expression at the end of a long day seems

to be “They’ll fix it in post.” Because visual effects shots seem to be left

until the end of the day when everybody is very tired, working

dou-ble-overtime, and anxious to get home, the work is hurried and

sloppy That means it is up to you and the rest of the VFX team to fix

whatever mistakes these filmmakers can’t be bothered to fix

them-selves I have seen some pretty incredible expectations come from set

regarding post fixes.

• A chair is left in frame for a shot Instead of reshooting, the crew

wraps for the day and requires a compositor to paint out the chair.

• A scene is in the can Later the production team decides they don’t

like the round neckline on a dress A compositor is ordered to make

it square.

Introduction · · · ·

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• Green-screen shots come back with completely improper lighting angles for the CG environment that is to be added by the VFX team Green light spills all over the talent Many hours of roto are required and the lighting must be altered to accommodate the plate.

All of these are due to lack of planning, unrealistic time constraints, and laziness Unfortunately, it adds a massive workload to the VFX department, which would like to be spending its time making the shots world class but instead spends time cleaning up other people’s messes and does not then have enough time to properly finish its own shots.

There are also many filmmakers who plan carefully and who care about the results.

If you are lucky, the shots are carefully planned, the CG department isincluded in the planning process, and the shots come back as expected.What is more likely is that one or all of these events will not occur This

is where your creativity is really going to come into play, where you willreally need to know your lighting to pull off a miracle

You will discover that there are many ways to skin a cat Regardless

of whether the shots you receive are manna from heaven or guerillacrap, you will find that stunning results can be achieved with the slight-est planning

About Trial and Error

Many CG artists rely on trial and error as a prime lighting technique.This is not the same as experimentation Since rendering a frame ishardly real-time feedback, there will be some amount of tweaking andrendering to achieve the right levels, colors, and balance; however, mostaspects of lighting do not, and should not, require trial and error Prop-erties such as instrument choice, position, direction, basic intensity, andcolor should require marginal adjustment, especially in visual effectsshots where these properties have already been established by the filmcrew or where visual references are available in the plate and your job issimply to recreate the lighting environment The VFX artist should beable to look at a plate; identify exactly how many light sources there are;identify roughly their position, direction, and colors and what light typesare required; plan out a lighting kit; and then proceed with placement.Designing your own lighting is a slightly different matter and mayrequire more experimentation, especially considering this may be part ofthe creative process for some artists This process, however, should not

be mistaken for “trial and error.” Trial and error is best illustrated by theartist who does not know what he wants, does not know exactly how toachieve it, and adds lights, colors, direction, and intensity in the hopesthat sooner or later he will accidentally hit on a pleasing combination

· · · · Introduction

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