RENDERING
Before you add a light to your scene, you should know its
motivation, the cause or original source of a light. You can think of
motivation as the story behind each light.
The objects in the background (a vase and some plates with
incense sticks on them) are bright enough that they attract
attention to themselves. I went into each of their shaders,
darkened their colors, and reduced the brightness of the specular
highlights on them. This is another cheat, but it makes them look
as if they are farther back from the candlelight, and it helps the
Buddha pop out into the foreground more. Figure 1.5 shows the
scene with background objects darkened and the Buddha
appearing more prominent in the shot.
An important part of your job in designing lighting for any scene is
to imagine what exists in off-screen space so that you can
illuminate your scene with lights that appear to be motivated by
real light sources.
Qualities of Light We recognize different sources of illumination by
the different qualities of light they add to the scene. The main
qualities of light that we notice in a picture are color temperature,
brightness, softness, throw pattern, and angle.
Every type of light source has a distinctive color temperature,
which helps determine the color of the light. Chapter 8 explores
the art and science of color, has charts of real light sources color
temperatures, and explains how the colors we see are all relative
to their context and the white balance of the camera.
A plane moving twice as far from a source gets half as many rays
of light over its height; this also happens across the width of a
surface, so it will become one-quarter as bright every time you
double the distance between the surface and the light. This
geometric spreading out of photons is simulated by using an
inverse square decay on your lights.
Using a decay of 3 (cubic) makes a light decay more rapidly than
a real light would in a vacuum. But you can also use this setting
to simulate a light in thick fog or under murky water.
and blue light from other parts of the sky. Use yellow directional
light and blue fill light.
Cranking up the shadow color to a bright red, as shown in Figure
3.11, is a great way to isolate exactly where a particular lights
shadow is going
During the rendering, the light will be cut off at the distances specified by the depth map so
that it does not shine farther than the distance measurement stored for each angle
The top image was rendered using depth map shadows, and you can see that the clear lenses of the
glasses cast shadows that are as dark as the shadows cast by the opaque frames. The bottom part of
the figure was rendered using raytraced shadows and it shows, for comparison, the type of shadow
you would expect to see if transparency were taken into account.
If trace depth is set too low in either place, this can prevent your
raytraced shadows from appearing in reflections or through
refractive transparent surfaces.
An area light is the most conceptually elegant source for soft
shadows, because it is designed to closely resemble the effects of
a larger light source in real life. In some programs, areas lights are
available in a variety of shapes. Common shapes include lines,
cylinders, rectangles, discs, and spheres. Each simulates a
different shaped light source
The light angle on a directional light gives you hard shadows
when you set it to 0 and softer shadows the higher you raise the
number.
Soft raytraced shadows tend to scatter rays and produce a noisy,
dithered pattern, as shown on the left side of Figure 3.26. Turning
up the number of shadow samples or shadow rays smoothes out
the shadow
If the camera is moving with the car, then the background and
street get motion blurred but the car is not blurred much. The
shadow cast by the car onto the street also does not get blurred
much in this case. In situations like this, some renderers tend to
blur the shadow when motion blur is applied to the ground. To
prevent this, either adjust the renderer to compute shading at
more steps per frame, or render the shadow as a separate
shadow pass without motion blur.
In many cases, youll find that the occlusion replaces your need
for soft shadows on your fill light, which can end up saving you a
lot of rendering time compared to rendering extra raytraced soft
shadows.
Making an occlusion sandwich page 95.
A fill pass shows the whole scene lit very evenly with overall
lighting that fills even the darkest areas of the scene.
It is not realistic for all of the lights in your scene to be darkened
by occlusion. Occlusion can replace or supplement soft shadows
from generalized fill light. A hard, direct light source such as light
from the sun should cast its own shadows and does not need to
be darkened by occlusion. This distinction is essential to getting
the most convincing shading and colors in your final scene.
Use negative lights to darken certain areas. Generally, a negative
light should not be set to cast shadows, nor should it emit any
specular light; negative specular highlights would appear as
unnatural black dots.
areas where you are sure you want darkening throughout the
whole production, such as the throat and nostrils.
Direct light from the sun, soft illumination from the sky, and
indirect light blend their colors and tones in subtle ways. This
chapter discusses how you can use these three elements to
simulate natural light outdoors and indoors, by day or by night.
Think about your scene. What time of day is it? Is there direct
sunlight? Youll want to address the sun first, because the sun will
be your key lightthe most important, main light that defines
your scene.
Sunlight does not need any decay or attenuation based on
distance. The light has already travelled about 150 million
kilometers (93 million miles) from the sun to reach your scene, so
it is unlikely to wear out appreciably in the last few meters
You may use values between 1 and 5 degrees for the shadows
light angle.
After you have your main sunlight set up and you have testrendered it to make sure you like what it illuminates and where it
casts shadows, you can duplicate a second copy of the sunlight
and rename it to become a spill light. Dont rotate the spill light;
leave it aimed the same direction as the main sunlight. Set the
spill to have much softer shadows than the sunlight so that it
spills out beyond the edge of the sunlight into shadow areas, and
make the spill dimmer than the sunlight itself.
The soft blue light from the sky is another main aspect of your
outdoor lighting. A single dome light, as discussed in Chapter 2,
is usually the best way to simulate sky illumination in an outdoor
environment. The left side of Figure 4.3 shows the scene lit
entirely by a dome light.
Often a gradient runs from a lighter blue at the horizon up to a
deeper, darker blue at the top of the sky. This simulates a bit of
haze that makes the sky look brighter and less saturated near the
horizon. Often you want a second gradient to run from the bright
side of the sky (where the sun is) toward the darker side of the
sky. This adds more variety to sky illumination.
You can add more shaping to your scene by augmenting your sky
illumination with an extra light. (Infinite or spotlight with a blue or
grey colour)
Light that reflects off the ground and other surfaces back up into
the scene is called indirect light because it doesnt come directly
from a light source.
The straightforward approach to simulating indirect illumination in
this scene is to add some bounce light, aimed upward at the
scene through the ground
Turn off other lights. Test bounce lights only. Make sure you dont
see any harsh shadows or sharp highlights in your bounce
lighting. It must cover everything uniformly.
With IBL, you map an image to a sky dome surrounding the scene,
and the colors and tones from that image are used to illuminate
the scene
Indoor light can be a mix of natural light that comes in through
windows, doors, and skylights, and artificial light sources.
As a first step in moving indoors, start with the natural light
including sunlight, skylight, and indirect light
Direct sunlight only enters a window when it happens to come
from the correct angle. Skylight, on the other hand, always enters
through every window, as long as it is daylight outside and you
can see out the windowArea lights aligned with a window are
often the most natural way to simulate sky illumination coming
inside
A spherical area light can create a nice, soft ball of light, emitting soft illumination from just outside
the window. In the example kitchen scene, two windows are side by side, so two spherical area lights
have been added outside the window, as shown in
You may wish to set the clear glass in the window so it does not to cast any shadows. You should not
do the same thing for window frames or other opaque geometry, however. Even if you prevent this
geometry from casting shadows in the sky fill, you still want it to be able to cast shadows in a sunbeam
if sunlight enters the window.
the lamp in Figure 4.25 emits a soft glow through the shade, a cone of light aimed up through the top
of the shade, and a cone of light aimed down from the bottom. You simulate this using a point light
that shines out through the shade, plus spotlights aimed upward and downward to simulate the
upward and downward cones and a dim glow in the shade.
A pair of spotlights are aimed upward, and two more are aimed downward, so that spill can be created
around each circle of light.
the more distant parts of the water fade naturally and dont become too white. The best
approach to this process is to set the resolution of your scene very low, with very low antialiasing quality and low quality for volumetric rendering; then you render small postage
stampsized tests until you get the overall colours and brightness right. At this stage, the fill
light can be turned down if you want to focus on the shafts of light from the key, or you can
turn it up if you cant see enough of the foreground. Only once you like the overall colours
and tones in the scene should you move into higher-resolution renderings.
You can add a whole range of different effects beyond this. Sometimes you can use particles
to simulate dirt and debris in the water, or add bubbles that float upward. Sometimes you
can add pieces of sediment as individual polygons with transparency-mapped textures, thus
scattering organic detail through the space.
Rendering with DOF nicely complements the underwater effect.
face that the light is coming from the left side of the screen. The
screen-left side of her face is more brightly lit, which creates a
gradient that runs to darker tones on the screen-right side of her
face.
Although having a brighter side and a darker side is a good thing,
nothing should split the character exactly in half.
When you are defining a characters face, think of it as consisting
of multiple planes. Imagine a head simplified into large, flat
surfaces that represent the main angles of the head, as shown in
Figure 5.5. To define the face well, you need to assign each of the
major planes of the face a different shade or tone from your
lighting so that you see a shift in brightness or colour wherever
they intersect. For example, the front of the nose, the side of the
nose, and the bottom of the nose should each have a different
value.
Even when you might think some scenes would look better if
parts of a character fell into shadow, communicating the full
animated performance to the audience is often more important to
the director than simulating more subtle cinematography.
You can make many tweaks and modifications to the basic threepoint lighting setup. Figure 5.9 shows what happens when we add
the rim light on the same side as the key; it adds contrast,
reinforces the directionality of the lighting, and creates a more
sunlit look.
The difference in brightness between the key and fill lights is
called the key-to-fill ratio. For example, if the key is twice as
bright as the fill, the key-to-fill ratio is 2:1. A ratio of 2:1 gives you
very bright, even lighting without much contrast.
Each scene is different. Simply saying that you are setting up
three-point lighting is no excuse for adding lights without thinking
about a motivation for each one. Nor is it an excuse to position
lights around a character that dont work with the lighting being
used in the set.
Visual functions of light.
Key Fill Bounce Spill Rim Kick Specular
One issue you face is deciding whether the lights that you have
already adjusted to illuminate the set are the same lights that
should illuminate the characters. Sometimes lights may double as
both character lights and set lights. Other times its best to set up
new groups of lights linked exclusively to the characters. Because
characters move in the animation, you also need to deal with the
dynamics of lighting moving characters and bringing out the best
in their performances. Finally, specific lighting issues deal with
different body parts, such as making the characters eyes, hair,
and skin look good.
Lights intended to illuminate a specific character are often
grouped together to form a light rig
Lights included in a light rig do not need to be made visible in
every shot. The light rig could be a toolkit of lights that are
usually hidden, with specific lights only made visible when they
are needed in a particular shot or sequence.
If youve already lit the set or environment in which the
characters will appear, you can test-render your scene to see how
your characters look when they are lit entirely by the set lights.
Sometimes you may like the results.
Once you are using these modern tools, you can at least get a
good start to your character lighting by just using the set lights;
then only add character lights where you see room for
improvement to the modeling or definition of the character.
The audience expects practical lights, such as a lamp on a desk,
to illuminate both the set and the characters. Sometimes, you
may like how such lights look when linked to the characters and
the set at once. However, at other times, you really want to be
able to adjust a lights illumination on a character separately from
how it lights the set. In this kind of situation, you need to split out
a light. Splitting out a light just means making two copies of it:
The original light will still illuminate the set, and your new copy
will be linked to your character.
Lighting creatures and characters that change positions and
poses is a far more complex task than lighting static geometry. A
light that illuminates a character perfectly at one frame might not
light him at all after he steps into a shadow. A carefully aimed rim
light that looks great in one frame might overexpose his hair after
he turns a different direction
As a cheat, sometimes you can constrain a top-down fill light, or
general fill light from sky illumination, to a character without
anyone noticing. If you are adjusting your own bounce lights,
sometimes you can attach a very dim bounce light to a character
although if the character walks over areas of ground that are
brighter, darker, or of different colours, its best if you set up
different bounce lights in different areas and let the character
walk through them. Fill lights aimed at a characters eyes are
sometimes attached to a character so that they always brighten
just the area around the eyes where they are aimed.
Rim lights are a special case, because to achieve a consistent rim
lighting effect sometimes you need to animate a rim light as a
character moves. Set up the rim light and test-render it at the first
and last frames of your animated shot, and any frames in
between that represent extreme positions or major stopping
points for the character. At each frame, adjust the rim light if
needed until it looks good and set a keyframe for the rim lights
position.
Many scenes contain events that change the emotions of at least
one of the characters at some moment during the scene. When
this moment happens on screen, its a good idea to think about
how your lighting will reflect this.
In many cases, pivotal moments in a scene are accompanied by
either a character moving to a new position or a camera angle
Often a big concern in rendering hair and fur is how much they
can slow down your rendering time. If you are rendering with
depth of field (DOF) but a character is in perfect focus, it can save
render time to render the character as a separate layer without
calculating DOF for that layer. Hair and fur can greatly slow down
raytracing, too. It is generally a good idea to exclude hair and fur
from raytraced shadows or reflections altogether.
Use separate lights to illuminate a characters hair. By dedicating
separate lights to hair, you get more perfect rim lighting on the
hair. Hair tends to pick up rim light much more readily than most
surfaces, so making a separately aimed, less intense rim light for
it can provide a nice rim without making the hair go pure white.
An eye has four main visible parts: The sclerathe white of
the eye The iristhe colored part of the eye The pupilthe
black part in the middle The corneathe clear part covering the
sclera, iris, and pupil
Most animals have their scleras covered by their eyelids. Human
eyes look distinctly different from the eyes of other animals
because so much of the sclera is exposed and visible. Our
exposed scleras make the direction of a gaze readily apparent,
even from a distance, which is a useful cue in communication and
social interaction. In stylized animation, animals are usually given
more human-like exposed scleras, because the exposed sclera is
. F-stops describe how wide the opening is that lets light into the
camera. This aspect has a side effect of also controlling the
.Film
speed describes how sensitive to light the film or sensor is, but as
a side effect, it can also add grain or noise to an image.
Depth of field (DOF) determines how much of your scene is in
focus. With a narrow DOF, only a narrow slice of your scene
remains sharp near a specified focal distance; everything farther
from or closer to the camera is blurred. With a deep DOF, more of
the scene (sometimes all of your scene) is in focus. A
photographer or cinematographer controls a cameras DOF by
adjusting the size of the aperture.
The size of the aperture is measured in f-stops. In a real camera,
the primary function of setting an f stop is to control how much
light reaches the sensor. DOF is a side effect of your f-stop choice.
Low-numbered f-stops, like f/1.4, let in the most light and create a
shallow DOF with very few things in focus. Higher-numbered fstops, such as f/16 or f/22, let in the least light but create the
deepest DOF with more things in focus.
If you want deep focus with just a small amount of blurring on
objects that fall out of focus, turn on DOF but use a higher fstop
number such as f/22.
A narrower DOF, with fewer things in focus, is usually expected in
dark or dimly lit scenes that have been filmed with a lower f-stop
number. Deeper focus is more commonly expected in brighter
environments, such as a sunny outdoor scene.
You can focus the camera at only one focal distance. You need to
choose an object to focus on, and measure the distance between
the camera and that object. A great way to check the distance
between the camera and the object you want to appear in focus is
to adjust the cameras near or far clipping plane so that only the
near or far half of the object is visible in your cameras view. After
you find the number you want, make sure you return the clipping
planes to their original values and use the distance value that you
tested as the focal distance for your DOF. Figure 6.4 shows the far
clipping plane being adjusted to the middle of the front candle
flame, establishing the value that will be used as the focal
distance.