Notes: Primary Lighting Goals

 

A. Tell the Story
---1. Create Mood
------a. Using Color
------b. Visual Tension
------c. Revealing Character and Situation/Action
------d. Establishing Time and Season
---2. Focus Attention
------a. Object(s) on a Field
------b. Lines
------c. High Contrast Areas
------d. Overall Composition
B. Give the Illusion of Three Dimensions from Two
1. Sculpting the Object
2. Creating the Sensation of Depth
C. Provide Cohesiveness
1. Integrating Digital Elements
2. Shot Continuity


Qualities of Light
A. Softness
1. Hard Light
- Attributes and Examples
2. Soft Light
- Attributes and Examples
B. Intensity
1. Incident Light vs. Reflected Light
2. Value Range
a. Limitations of Film and Video
b. High Dynamic Range Images
3. Variations in Intensity
- Projected and Volumetric
4. Attenuation
5. Relative Nature of Intensity Perception
C. Color
1. Light and Color
2. Luminance of Different Colors
3. Light Colors vs. Pigment Colors
4. Color Temperature of Light
5. Relative Nature of Color Perception
D. Placement
1. Direction
2. Distance


Three-Point Lighting
A. The Big Three
1. Key
2. Fill
3. Rim/Backlight
D. Additional Lights
E. Key:Fill Ratios
F. Evaluating and Matching a Film Plate


Computer Generated Light Types
- Definition and Qualities of Each
A. Point
B. Spot
C. Area
D. Directional
E. Ambient


Rendering Algorithms
- General Overview of Each
A. Raycasting
B. Raytracing
C. Global Illumination


Shadows
A. Uses of Shadows
1. Add Realism
2. Reveal Shape
3. Reveal Spacial Relationships
4. Reveal Light Position
5. Help Define Light Quality
6. Continue Mood and Lighting Style
7. Direct Eye and Develop Composition
8. Create Visual Interest
9. Reveal Surface and Atmosphere Properties
B. Shadow Generation
1. Depth-Map Shadows
2. Raytraced Shadows
3. Ambient Occlusion
C. Three Point Lighting and Shadows
D. Shadow Settings
1. Blur
2. Bias
3. Density
4. Shadow Samples
E. Shadow Management
F. Common Shadow Mistakes


Surface Material Properties
A. Specular
B. Diffuse
C. Ambient
D. Reflectivity
1. Raytraced
2. Mapped
E. Transparency and Refraction
F. Bump vs. Displacement
G. Interaction of Light and Surface Material


Workflow and Optimizing Tips
A. Optimizing Workflow
B. Avoiding Over Lighting
C. Matching a Plate (questions to ask yourself)
D. Goals of Lighting (more questions to ask yourself)
E. Debugging Errors
F. Miscellaneous Tips