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Lighting and Cameras

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Title: Lighting and Cameras


1
Lighting and Cameras
  • Eric Sedgwick

2
Visual Arts
  • Painting
  • Sculpture
  • Photography
  • Cinema
  • Cartoons

3
References
  • digital Lighting and Rendering
  • Jeremy Birn, New Riders Publishing
  • Some information available at http//www.3drender.
    com/
  • Jeremy Engleman some nice renderings
  • art.net/jeremy
  • Chapters 7 and 8 of text

4
Lighting
  • Real Lights
  • sun, tungsten bulb, flourescent bulb, Interior
    lighting, sky, match, candle
  • light bounces
  • Cast shadows no choice
  • Constraints on placement
  • CG lights
  • May or may not cast shadows
  • local illumination
  • fast, but no bounces
  • Free placement
  • global illumination, e.g., radiosity
  • more realistic, but computationally expensive

5
Additive color
6
CG lighting
  • How is the diffuse shading computed?
  • Ray-tracing
  • Z-buffer

7
Types of CG lights I
  • Ambient light - universal light, added to
    everything
  • Point or omnidirectional light
  • Light emanates in all directions
  • Spot light
  • Omni light with barn doors
  • Umbra, penumbra
  • Use for illuminating a specific area
  • softness, spread, falloff, attenuation

8
Types of CG lights II
  • Infinite or directional light
  • Simulates sunlight
  • light vector
  • Doesnt matter where you place it
  • Area lights - light emitted from a surface,
    rectangle, sphere
  • soft shadows
  • portraits
  • Expensive computationally

9
Lights in Max
  • Default lights, one or two omnis (turn off when
    other lights are added)
  • Omni
  • Spot
  • Directional
  • Sunlight system
  • Ambient (in rendering effects)
  • By default, shadows are off

10
Lighting in Maya
  • Default lights, a point light behind and above
    camera (turns off when other lights are added)
  • Point lights
  • Spot lights
  • Directional
  • Ambient
  • Volume lights

11
Lighting Workflow
  • Set up camera first
  • start dark, no ambient light
  • add light
  • false color helps to detect contribution of
    various sources

12
3 Point lighting
  • Key light
  • Fill light
  • Back light
  • (Background lights)
  • Each light may in fact be several

13
Key light
  • Main illumination
  • Obvious source of light in the scene
  • predominant (only?) shadow
  • Brightest
  • Typically above and at roughly a 45 degree angle
    in reference to camera

14
Fill light
  • adds to overall illumination
  • reveals detail, I.e. bump mapping
  • Soften shadows
  • Often does not cast shadows

15
backlight
  • hair light
  • Rim light
  • separates subject from background
  • important in black and white photography
  • Usually less prominent effect in CG

16
3 point lighting tutorial
  • Jeremy Birns at http//www.3drender.com/

17
Standard Lighting setup
  • Key
  • 15 to 45 degrees to side (left or right) of
    camera
  • 15 to 45 degrees above camera
  • Fill
  • 15 to 60 degree to opposite side of camera
  • 0 to 30 degrees above (often below key)
  • Guidelines only could use others for dramatic
    effect
  • Low-angle (spooky), above (raccoon eyes), side
    key (casts unflattering nose shadow)

18
Key-to-Fill Ratio
  • Key / fill -or- KeyFill
  • Remember to count all lights
  • Low, usually at least 21
  • Reflected light, or multiple light sources
  • Cloudy, hazy days. Scattered light
  • Interiors with lots of reflective surfaces
  • More cheerful
  • High, e..g, 81 or more
  • Dark scenes, e.g., night
  • Suspense, drama

19
Low Key-to-Fill, Jeremy Englemann
20
High Key-to-Fill Ratio, Jeremy Englemann
21
Shadows
  • spatial relationships
  • composition
  • contrast
  • indicating offscreen space

22
Spatial RelationshipsGreg Gargett , Internet Ray
Tracing Competition
23
Offscreen Space, Adam Murphy
24
Shadow algorithms
  • Raytracing
  • Send ray to object, bounce ray to light
  • z-buffer or depth-mapped
  • shadow buffer
  • I.e., render scene from perspective of light
  • Should differentiate between
  • Dark side of object, normal doesnt point to
    light
  • Object truly in shadow, another object blocks
    light
  • Shadows are expensive, either way

25
Shadow tricks
26
Faking shadows
  • Set up lights
  • Add spot for shadow
  • exclude object casting shadow
  • make brightness negative
  • Very cheap computationally
  • Not so accurate, good for non-critical shadows

27
Shadows only light
  • Get lighting the way you want
  • create light to cast shadow
  • make it cast shadows
  • duplicate shadow light
  • turn brightness negative, same magnitude
  • turn shadows off
  • Good shadow control, not cheap

28
Qualities of light
  • softness
  • intensity
  • attenuation
  • color

29
Softness
  • Hard light
  • Focused, sharp shadows, clear point of origin
  • Soft light
  • Soft shadows
  • More diffuse
  • Emitted from an area rather than from a single
    point
  • Area light, or simulated area lighthttp//www.bti
    nternet.com/d.s.w/Tutorials/pixtut3.htm

30
Soft light
  • Jeremy Englemann
  • Simulated area lighting
  • multiple lights with soft shadows

31
Simulating an Area light
  • Start with single light, get brightness right,
    use falloff
  • Make multiple instances (e.g, say 5 at 20
    brightness of original)
  • Cast shadows using z-buffer with soft edges
  • MAX Turn up sample range in Shadow Map Params
  • Maya Turn up DMap filter size
  • Much cheaper than an area light

32
Attenuation
  • Brightness decreases with distance from
    lightillumination at object intensity /
    distance2
  • CG attenuation
  • None far away lights (that arent far away in
    your scene)
  • Linear medium distance lights (that arent far
    away in your scene)
  • Quadratic/Inverse square lights where they are
    supposed to be

33
color temperature at 3DU.com
34
Practical lights
35
Cameras
36
Real Camera vs. CG camera
  • Real Camera
  • Lens
  • Focus
  • Amount of light
  • Placement
  • CG camera
  • No lens
  • Everything in focus (can blur)
  • Fully adjustable light
  • Flexible placement

37
Real Camera terms
  • Focal length distance from lens to film
  • Angle of view
  • Focal point
  • Depth of Field distance
  • Aperture size of lens opening
  • f-stops

38
Some Lenses
  • Portrait
  • 70mm, 19.2
  • Telephoto
  • 120mm, 10.5
  • Super long, I.e. nature photography
  • 200mm, 6.1
  • Source Lee Sullivan
  • Super Wide angle
  • 15mm, 78.5
  • Wide angle
  • 30mm, 44.2
  • Normal not too far from eye
  • 50mm, 27.4

39
Depth of Field
  • Blur foreground (and maybe background)
  • Deeper for longer focal length often focus at
    infinity
  • Closeups could look unnatural if background is
    clear
  • Deep shots could look unnatural if foreground is
    too clear (less of an issue)
  • Used for narrative, tells you what to look at

40
Types of Cameras
  • Orthogonal
  • Perspective
  • Perspective view acts as a camera
  • In Max, Can match camera to perspective view
  • Select viewport
  • Select camera
  • Viewgtmatch camera to view
  • Most CG cameras dont have a lens

41
Pyramid of Vision
  • Aka cone of vision
  • Eye point
  • Image plane
  • Near clipping plane hither plane
  • depth of field
  • Far clipping plane yon plane

42
Field elements
  • Aspect ratio (proportion of height to width of
    the image) establish early
  • Title safe area
  • Action safe area
  • In configure area for viewport

43
Depth of field
  • Portion of the pyramid that is in focus
  • Binoculars
  • Focus
  • Applies to real cameras very strongly
  • CG, usually has infinite depth of field,
    everything is in focus, not very realistic

44
Camera Translations
  • Dolly sideways motion
  • Truck forward/backward motion
  • Boom vertical motion
  • Tracking shot camera follows action

45
Camera Rotations
  • about camera center, I.e., target moves
  • Tilt forward/backward, rotate in horizontal
    axis
  • Roll to side, rotate in depth axis
  • Pan left/right, rotate in vertical axis
  • about target, I.e., camera moves
  • Orbit

46
Lens Animations
  • Zoom
  • in for close up
  • out widen field of view
  • Rack focus
  • Zoom that adjusts the focus from subject to
    another.
  • Narrative tool. E.g., filming conversation

47
Some Lenses
  • Portrait
  • 70mm, 19.2
  • Telephoto
  • 120mm, 10.5
  • Super long, I.e. nature photography
  • 200mm, 6.1
  • Source Lee Sullivan
  • Super Wide angle
  • 15mm, 78.5
  • Wide angle
  • 30mm, 44.2
  • Normal not too far from eye
  • 50mm, 27.4

48
Distance
  • Close-up
  • Strong perspective
  • Can be disorienting
  • Can be mysterious
  • Medium
  • Long
  • Weak perspective
  • Binoculars
  • Can be objective

49
Camera Lenses
  • Practical vs. stylistic use
  • Focal length is inversely related to the angle of
    view
  • Distortion due to perspective increases when
    focal length decreases

50
camera shots
  • Low-angle High-angle Point of
    view

51
camera shots
52
Parallax
  • Animation
  • Close up motion appears faster than far away
    motion.

53
Camera and lights
  • Caution while camera and lighting effects can be
    dramatic they can also be highly distracting.
  • Cameras
  • Animate cameras OR- objects not both
  • Dont use lights recklessly. They increase
    rendering time dramatically, particularly shadow
    casting lights.

54
Lights and Camera
  • Citizen Kane
  • Director Orson Welles
  • Goodfellas
  • Director Martin Scorsese

55
Lights and Camera example, anibyte
56
Cameras
  • aperture
  • lens effects
  • motion blur
  • shutter speed

57
Framing
  • rule of thirds
  • graphic weight
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