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Camera and Lighting for Animation

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Title: Camera and Lighting for Animation


1
Camera and Lighting for Animation
  • Amy Gooch
  • CS 395 Intro to Animation
  • Summer 2004

2
Animations
  • The Cathedral
  • Parkland College Film Reel
  • http//www.anzovin.com/javanoir.html

3
Think about film lighting
4
Reality!
5
Visual Meaning
  • Cumulative effects of the arrangement of the
    basic elements
  • The perceptual mechanism that is universally
    shared by humans

6
Visual Literacy
  • Design principles or composition
  • unity, balance, emphasis, scale
  • Design elements
  • color, tone, line, texture

7
Value
8
Value
9
Value
10
Color
11
Color
12
Color
13
Shape
14
Texture
15
Position and Direction
16
Composition
  • Rules
  • Breaking the Rules

17
Balance Eye Control
  • Visual weight
  • Physics, reality (gravity)
  • Horizontal-vertical relationship
  • Lack of balance disturbs us

18
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21
Symmetry
22
Imbalance
23
Cameras Viewpoint
  • From Photography and Film -gt Computer Animation
  • Mechanical devices -gt software simulation
  • Removes limiation of space time

24
Cameras
  • Focus and capture light

25
Camera and Scene Setup
  • Where to put the camera
  • How much to show within frame?
  • When to move the camera?

26
Camera Specifications
  • Position
  • Focal Length
  • distance between focal point of lens
    and film plate
  • Field of view
  • horizontal viewing angle of scene created
    from focal point
  • Film Plate, Aperature
  • dimensions (width and height) for film plate, or
    gate
  • F-stop
  • focal length divided by diameter of lens (related
    to amount of light passing)

27
Camera Position
  • Catch the most expressive aspect

28
Camera Angles
29
Field of View
30
Changing Focal Length
  • Changes field of view
  • with constant aperature

31
Field of View
32
Changing aperature
  • Changes field of view
  • with constant focal length

33
Field of View
34
How much to show?
35
Camera Angles
36
Depth of Field
37
Depth of Field
  • Simulate real camera lens focusing
  • Provides strong sense of realism and
    believability
  • No depth
    of field

38
Depth of Field default in Maya
39
How to get at right depth
  • Use Measurement tools
  • Create-gtMeasure Tools-gtDistance Tool

40
Display-gtHeads Up Display-gtObject Details
  • Distance From Camera information (current camera
    to selected object)

41
Focus Distance 2.0
42
Increase F-stop
43
Increase Focus Region
44
Change Focus Region to back
45
Direction of Action
  • Give the subject space to move

46
More emphasis on objects that are
  • Close
  • Taller
  • Repeated (chorus line)
  • Only moving object
  • Only still object

47
When should the camera move
  • To increase continuity
  • To keep a subject within view

48
Camera Motion
49
Tracking vs TrackingZoom
50
Lighting in animation
  • Same goals as real world lighting
  • Bringing out or pushing back shapes of visible
    objects from the cameras view
  • Emphasize 3rd Dimension in a 2D image

51
But it can do more
  • Personality
  • Feelings
  • Happiness
  • Sorrow
  • Fear
  • Etc.

52
Lighting is hard
  • Hard to make images photorealistic
  • Harder still to convey emotions
  • Best way to achieve goals is to have goals to
    start with

53
Properties and components of light
  • Also known as quality of light
  • Intensity
  • Direction
  • Color
  • Size

54
Light Intensity
  • Amount of light emitted from a source of light
  • Example light a sphere in scene (changing
    intensity only)

55
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56
Light Intensity
  • Under lit

57
Light Intensity
  • Light reflection is visible
  • but too dark

58
Light Intensity
  • Objects visible
  • Textures almost visible
  • No statement

59
Light Intensity
  • All objects visible
  • No light reflection
  • Texture on third of sphere is lost

60
Light Intensity
  • All objects clear
  • Spheres colors oversaturated
  • Other objects oversaturating

61
Light Direction
  • Imagine a scene
  • Black background
  • Light of equal intensity and color is incident on
    a human face from all directions
  • What do you see?

62
Light Direction
  • We recognize shape of an object because light
    rays of different intensities hit from different
    directions
  • Paint object with highlights and shadows
  • Direction of light can
  • Enhance shape
  • Emotion

63
Lighting Direction can effect the shape
Lit from single light source to left of camera
see base on surface, folds, etc
Single light source directly behind camera Loose
detail in front because cast shadows are washed
out
64
Lighting Direction can effect the mood..
Lit from below produces a dramatic effect
Menancing
Subtle Menacing
65
Realistic lighting
  • Comes from above

66
Emphasizing characters
  • Features
  • Positive or negative influence on personality
  • Lighting those features

67
Emphasizing characters
  • Features
  • Positive or negative influence on personality
  • Lighting those features

68
Color of Light
69
Color affect depth
  • Cool color recede
  • Warm colors advance
  • Far objects lose color saturation (fog)

70
Color and time of day
Early Morning
Mid-day-winter
Evening-summer
Gramps (modeled and textured by David Maas).
71
Color and time of day
Summer Mid-day
Evening-summer
Illusion of Night
Gramps (modeled and textured by David Maas).
72
Light Source Size Effects overall feeling of
scene
  • Small very sharp distinct shadows (tension)
  • Bigger softer shadows (relaxed)

73
Basic Kinds of Lighting
  • From film
  • Key Light
  • Fill Light
  • Rim Light

74
Key Light
  • Primary light
  • Placed to create highlights and shadows

http//www.andrew-whitehurst.net/3point.html
75
Fill light
  • Illuminate areas of image in shadow with key
    light
  • Placed after and in relation to key light

http//www.andrew-whitehurst.net/3point.html
76
Key and Fill
  • Still missing right edges

http//www.andrew-whitehurst.net/3point.html
77
Rim light
  • Placed behind objects and angled so light glances
    off surface
  • High intensity to create bright light around
    object
  • Separate object from background

78
Key Fill Rim
http//www.andrew-whitehurst.net/3point.html
79
Project 3
Mood (change of character)
Hero
80
Project 3
  • Artistic (Optional)

81
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82
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83
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84
Color lights
85
(Switch to web page)
  • Rendering with Light
  • Lights and shadows

86
Ray Tracing
  • http//www.cs.berkeley.edu/efros/java/tracer/trac
    er.html
  • http//www.siggraph.org/education/materials/HyperG
    raph/raytrace/rt_java/raytrace.html

87
Types of lights in Maya
  • Ambient
  • Point
  • Directional
  • Spot
  • Area

88
Ambient
89
Point Light
  • Create gt Light gt Point Light
  • Light shines evenly in all directions from a
    single location
  • Dependent upon position
  • Independent of direction

90
Point Light
91
Point Light Properties
  • Decay degree to which brightness decreases with
    distance from source
  • None, Linear, Quadratic, Cubic (left to right,
    top to bottom)

92
Moving Point Light to get Directional Light
93
Directional Light
  • Create gt Lights gt Directional Light
  • Simulates light shining evenly in one direction
  • Dependent upon direction
  • Independent of position
  • Similar to sun
  • Useful as fill light

94
Directional Light
95
Spot Light
  • Create gt Lights gt Spot light
  • Simulates light shining evenly within a coned
    region from a single location
  • Similar to point, but confined and directed by
    cone
  • Dependent upon position and direction

96
Spot Light
97
Spot Light properties
  • Decay brightness decreases with distance from
    source (same as point light)
  • Dropoff brightness decreases from center of
    beam to beam edges
  • Dropoff values 20, 40 (left to right)

98
Spot Light Properties Cone Angle
  • Angle of cone (radius) measured from cone middle
    to cone edge (0.0 180.0)
  • Cone angle values 35, 55, 75, 95

99
Spot Light Properties Penumbra Angle
  • Angle measured from edge of cone to where
    intensity drops to zero (linearly)
  • Light falls off gradually from edge of cone
    through penumbra angle
  • Provides a softness to spot light edges Softness
    makes the spot lights actual location less
    obvious
  • Positive values add to cone edge, negative values
    subtract from cone edge
  • Penumbra angle values 10, 20, -10, -20

100
Area Light
  • Create gt Lights gt Area Light
  • Simulates light emanating from rectangular region
  • Like real lights
  • Physically-based on distance
  • Manipulate through standard transformation tools
    (scale, rotate, translate)
  • Larger area lights (scaling) emit more light
  • Increased rendering times

101
Area Light
  • Ray-traced, depth-mapped shadows

102
Area Light
  • Ray-traced, depth-mapped shadows, object with glow

103
Shadows
  • Shadows are created with.
  • 1) Shadow casting light(s)
  • Depth Map Shadows or Ray Trace Shadows on/off
    (attribute)
  • 2) Surface(s) that cast shadows
  • Render Stats attribute -gt Casts Shadows
    (checked/unchecked)
  • 3) Surface(s) that receive shadows
  • Render Stats attribute -gt Receive Shadows
    (checked/unchecked)

104
Shadow Properties
  • Color
  • Softness Gradiation/blurring of shadow edges
  • Graininess smoothness of shadow edge

105
Depth Map shadows
  • Per light, shadows section,
  • attribute editor gt Use Depth Map

106
Depth map Properties Graininess
  • Shadows attribute gt Dmap resolution (on light)
  • Higher resolution increases rendering time
  • Dmap resolution 256 512

107
Depth map properties Softness
  • Shadows attribute Dmap Filter Size (on light)
  • Tip drop Dmap resolution size, increase filter
    size
  • Higher filter size increases rendering time
  • Dmap res 128, filter size 3, 5, 7

108
Trouble Shooting Dmap
  • http//woodall.ncsa.uiuc.edu/dbock/Class/csc187/Le
    cture/LightingAndShadows.html

109
Ray-traced shadows
  • Per light, shadows section, attribute editor
    Use Ray Trace Shadows
  • Window-gtRender Globals, Raytracing quality, turn
    on raytracing

110
Ray-traced shadow properties
  • Softness/Graininess smoothness of shadow edges
  • Shadows attribute Light radius (point, spot) or
    light angle (directional)
  • Shadows attribute Shadow Rays (on light)
  • Tip time consuming for soft edges w/
    ray-tracing
  • Light radius 0.5, Shadow Rays 10 (similar to
    area light)

111
Compare
  • Depth map shadows create soft edges by blurring
  • Ray-traced shadows simulate a more natural
    softening with distance

Point light, depth-mapped shadow
Point light, ray-traced shadow
112
Area lights Ray Traced shadows
  • Increase number of shadow rays (1, 5, 20)

113
Depth Map Shadows
114
References
  • "Painting with Light" by the late, great John
    Alton

http//www.andrew-whitehurst.net/3point.html
115
Credits
  • Images and source from
  • Jessica Hodgins
  • http//warpedspace.org/lightingT/part1.htm
  • http//www.andrew-whitehurst.net/3point.html
  • http//woodall.ncsa.uiuc.edu/dbock/Class/csc187/

Check out http//www.itchy-animation.co.uk/light
.htm
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