chapter
13. storytelling through lighting, a cg perspective::
>>the objectives of lighting
directing the viewer's
eye : the study of composition
creating depth
conveying time of day
and season
enhancing mood, atmosphere,
and drama
revealing character personality
and situation
>>Light functions & placement
Ambient Light(or
base llighting) :: with an ambient
light + a few diffuse lights
Key Light
:: for modeling of surface and setting of mood
Fill Light ::
for subject contrast control
a low-intensity light that fills an area that is in shadow or
otherwise too dark. Fill lights are diffuse, which means that
they give off a light that does not make objects look shinier.
In computer graphics terms, these lights have no specular component
high key-lots of soft fill lights
low key - few fill lights
Backlight, rim
Light :: for separation from BG and setting of mood
Kicker Light
:: for surface modeling and character enhancement
A kicker light defines edges on the opposite side of the key light.
Bounce Light
:: to simulate radiosity effects
Usually, no specular, low intensity
and colored to mimic the surface they are reflecting
high key : A lighting scheme in which
the fill light is raised to almost the same level as the key light.
This produces images that are usually very bright and that feature
few shadows on the principal subjects. This bright image is characteristic
of entertainment genres.
low key : A lighting scheme that employs
very little fill light, creating strong contrasts between the
brightest and darkest parts of an image and often creating strong
shadows that obscure parts of the principal subjects. This lighting
scheme is often associated with "hard-boiled" or suspense
genres such as film noir.
>>Exercise with simple a still scene
Passes::
1. Key Light(spot): turn off 'recieved shadow' option forBG
2. Fill Light 1(spot) : turn off 'Emit specular'. dimmer than
this image
3. Fill Light 2(spot) : to make BG shadow. turn off specular.
4. Rim Light(direct) :
5. Ambient Light : link with a plate
only. to brighten shadow area
Final images::
Single pass. no compositing. The differnece
of the aboves is the angle of fill light which makes shadow on the
wall. The wall of The left seems little bit flat. So I made smaller
angle. The coners become more darken than the left. The aboves are
rendered by MAYA SOFTWARE.
I renderd same image by MENTAL RAY for
test. Ray trace was turned on for the left and it took 2 minutes
or so(I guess...it felet so long...).
In this case, I prefer the right one. It's fast to render, contact
shdows are there and the shadow are subtle. And I think something
is needed for the BG(table and wall). They looked too obscure.