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Aesthetic 3D Lighting : History, Theory, and Application.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Lanier, Lee.
Language:
English
Subjects (All):
Cinematography--Lighting.
Cinematography.
Animation.
Lighting, Architectural and decorative.
Light in art.
Three-dimensional imaging.
Physical Description:
1 online resource (239 pages)
Edition:
1st ed.
Other Title:
Aesthetic 3D lighting
Place of Publication:
Oxford : Taylor & Francis Group, 2018.
Summary:
Aesthetic 3D Lighting: History, Theory, and Application delves into the history, the theory, and the practical and aesthetic application of lighting in the fine arts and 3D animation. In this book, animation industry veteran and lighting expert Lee Lanier examines the importance of lighting and its ability to communicate information to the viewer. Lee examines the history of lighting as applied to the fine arts, film, photography, and 3D animation. He discusses the use of light color, light location and direction, and light shadow types to recreate specific locations and to generate moods. He includes guides for successful lighting in 3D animation. Software agnostic examples lead you through useful 3D lighting set-ups. Chapter-long case studies step you through more complex 3D lighting projects in Autodesk Maya. An accompanying eResource (www.routledge.com/9781138737570) features 3D model files, scene files, and texture bitmaps, allowing you to practice the discussed techniques in Autodesk Maya and many other 3D programs. The lighting techniques covered in this book include: History of lighting as used in the fine arts The scientific mechanisms of light Light types and light application in 3D programs Light qualities including shadows variations Basic and advanced 3D lighting approaches 1-, 2-, 3-point, naturalistic, and stylistic lighting techniques Replication of real-world lighting scenarios and locations Overview of advanced 3D lighting and rendering systems.
Contents:
Cover
Half Title
Title Page
Copyright Page
Table of Contents
Introduction
Chapter 1: The Importance of Light and Lighting
Light and Lighting
Information Communicated by Light
Time of Day
Light Sources and Location
Mood
Sidebar: Point-of-Views
Sidebar: Light Shadowing
Scientific Underpinnings of Light
Wavelength, Color, and Temperature
Reflection, Transmission, and Absorption
Goals of Lighting
Story Communication
Visual Clarity
Replication of Real World Locations
Aesthetic Stylization
Chapter 2: The History of Lighting in the Arts
Review of Light Categories
Review of Point Lighting
0-Point Lighting
1-Point Lighting
2-Point Lighting
2-Point Lighting in Portraiture
Rembrandt Lighting
Loop Lighting
Split Lighting
Butterfly Lighting
Broad and Short Lighting
High- and Low-key Lighting
Sidebar: Hard and Soft Lighting
3-Point Lighting
3-Point Lighting with a Background Light
Other Limited Light Variations
Naturalistic Lighting
Stylistic Lighting
Sidebar: A Note on Video Games and Stop Motion Animation
Chapter 3: Lighting in 3D
3D Lighting Pipelines and Workflow
Collecting Light Information
Lighting Determination Examples
3D Lighting Steps
Testing 3D Lighting
Sidebar: Working with Color Calibration
Working with 3D Lights
Common 3D Light Types
Spot Light
Point Light
Directional Light
Ambient Light
Area Light
Sidebar: Using Light Decay
Common 3D Light Properties
Shadow Variations Among Lights
Shadow Approaches
Specialized 3D Light Types
Mesh
Cylindrical
Environment
Photometric
Volume
Renderer Variations
3D Light Interaction with Shaders
Common Shader Properties
Sidebar: Texture Overview
Chapter 4: Emulating Specific Light Sources.
Emulating Natural Light Sources
Sidebar: Source Models and Textures
Mid-day Sun
Sidebar: PBR Options
Sunset
Candle Flame
Diffuse Window Light
Emulating Artificial Light Sources
Table Lamp
Sidebar: Selective Shadow Casting
Neon Sign
Christmas Lights
Lighting a Character with Different Light Sources
Sidebar: Light and Shadow Linking
Chapter 5: Working with PBR Systems
Choosing PBR
Review of Common Rendering Systems
Scanline
Ray Tracing
Overview of PBR Systems
Review of Common PBR Systems
GI
Photon Mapping
Final Gather
Radiosity
Point Cloud
Irradiance Cache
Path Tracing / Monte Carlo Ray Tracing
IBL
Sky Systems
Sidebar: Overview of Advanced 3D Renderers
Sidebar: Unbiased vs. Biased Rendering
An Introduction to Render Passes / AOVs
Sidebar: Lighting Render Passes
Chapter 6: Reproducing Locations and Lighting Characters
Lighting Locations and Characters
Reproducing Lighting at Specific Locations
Location #1: Elevator Landing
Location #2: Bus Interior
Location #3: Outer Space
Designing Character Lighting
Sidebar: Character Lighting Pitfalls
Sidebar: Measuring Light in Stops
Chapter 7 : Designing Stylistic Lighting
Stylistic Planning
Generating a Mood
Creating a Tribute to Other Art Forms
Creating a Visually Unconventional Look
Establishing a Parallel World or Timeline
Stylized 3D Examples
Sidebar: Motion Blur and Other Post-Process Effects
Case Study 1: Copying a Renaissance Still Life
Using Autodesk Maya with the V-Ray Renderer
Sidebar: Reloading Missing Texture Bitmaps
Sidebar: Gamma-Corrected Views
Switching to the Arnold Renderer
Creating a Window Reflection
Adjusting the Render Quality
Sidebar: Determining Values
Case Study 2: Lighting a Complex Night Interior.
Using Autodesk Maya with the Maya Software Renderer
Switching to the V-Ray Renderer and Adding Fog
Case Study 3: Lighting an Animated Animal Character
Using Autodesk Maya with the Maya Software Renderer
Switching to the Arnold Renderer and Adding a Sky Shader
Sidebar: Creating Skies in 3D
Epilogue: The Future of 3D Lighting
Appendix: Visual Lighting Glossary
Back Light
Background Light
Bounced Light
Color Bleed
Color Temperature
Depth Map Shadow
Diffuse
Environment Light
Eye Light
Fill Light
Final Gather (GI)
Fresnel Reflection
Glamour Lighting
Hair Light
Hard Lighting
High-key
IBL (Image-based Lighting)
Key Light
Kicker (Light)
Lighting Ratio
Light Ray
Low-key
Mesh Light
Path Tracing (GI)
PBR (Physically-Based Rendering)
Photometric Light
Photon
Photon Mapping (GI)
Radiosity (GI)
Ray Trace Shadow
Refraction
Renderer
Rim Light
Shader (Material)
Secondary Diffuse Illumination
Silhouette Lighting
Sky System
Soft Lighting
Specularity
Utility Light
Volume Light
Appendix: Common Question Index
Index.
Notes:
"A Focal Press book"--Cover.
Includes index.
Description based on publisher supplied metadata and other sources.
ISBN:
9781315185279
131518527X
9781351733656
1351733656
9781351733649
1351733648
9781138737563
1138737569
OCLC:
1029302509

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