Aesthetic 3D Lighting: History, Theory, and Application 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. Chap- ter-long case studies step you through more complex 3D lighting projects in Autodesk Maya. An accompany- ing eResource (www.routledge.com/9781138737570) features 3D model files, project 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, stylistic, and character lighting techniques • Replication of real-world lighting scenarios and locations • Overview of advanced 3D lighting and rendering systems Lee Lanier has worked as a professional computer animator and VFX (visual effects) artist since 1994. He has more than 70 features, shorts, music videos, trailers, and commercials to his credit. Lee has written a doz- en high-end software books that have sold more than 35,000 copies, has authored VFX training videos for LinkedIn and lynda.com, has taught VFX compositing at the Gnomon School of Visual Effects in Hollywood, and is a member of the Visual Effects Society. A strong supporter of the arts, Lee co-founded the Dam Short Film Festival and is an avid painter and illustrator. You can see his work at beezlebugbit.com and diabolica-art.com. Feedback and questions are always welcome. You can contact Lee at [email protected] or find him on popular social media networks. Image copyright enki / 123RF Stock Photo. Photo. Taylor & Francis Taylor & Francis Group http://taylorandfrancis.com Aesthetic 3D Lighting History, Theory, and Application Lee Lanier R O Routledge U T L E Taylor & Francis Group D G E NEW YORK AND LONDON First published 2018 by Routledge 711 Third Avenue, New York, NY 10017 and by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Routledge is an imprint of the Taylor & Francis Group, an informa business © 2018 Lee Lanier The right of Lee Lanier to be identified as author of this work has been asserted by him in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any elec- tronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Lanier, Lee, 1966- author. Title: Aesthetic 3D lighting : history, theory, and application / Lee Lanier. Description: New York : Routledge, Taylor & Francis Group, 2018. | Includes index. Identifiers: LCCN 2017057458 | ISBN 9781138737563 (hardback) | ISBN 9781138737570 (pbk.) | ISBN 9781315185279 (e-book) Subjects: LCSH: Cinematography--Lighting. | Animation. | Lighting, Architectural and decorative. | Light in art. | Three-dimensional imaging. Classification: LCC TR891 .L37 2018 | DDC 777/.52--dc23 LC record available at https://lccn.loc.gov/2017057458 Publisher’s note: This book has been prepared from camera-ready copy prepared by the author. Typeset in Myriad Pro by BeezleBug Bit, LLC Contents Contents Introduction ----------------------------------------------------------------------------- xi Chapter 1: The Importance of Light and Lighting ---------------------------- 1 Light and Lighting ----------------------------------------------------------------------------------- 2 Information Communicated by Light---------------------------------------------------------- 2 Time of Day -------------------------------------------------------------------------------- 2 Light Sources and Location ------------------------------------------------------------- 3 Mood ----------------------------------------------------------------------------------------- 4 Sidebar: Point-of-Views ------------------------------------------------------------------- 4 Sidebar: Light Shadowing ---------------------------------------------------------------- 5 Scientific Underpinnings of Light --------------------------------------------------------------- 6 Wavelength, Color, and Temperature ------------------------------------------------ 6 Reflection, Transmission, and Absorption ------------------------------------------- 7 Goals of Lighting ------------------------------------------------------------------------------------ 9 Story Communication ------------------------------------------------------------------ 9 Visual Clarity -------------------------------------------------------------------------------10 Replication of Real World Locations ------------------------------------------------ 11 Aesthetic Stylization -------------------------------------------------------------------- 11 Chapter 2: The History of Lighting in the Arts ----------------------------- 15 Review of Light Categories ---------------------------------------------------------------------- 16 Review of Point Lighting ------------------------------------------------------------------------- 16 0-Point Lighting -------------------------------------------------------------------------------------16 1-Point Lighting ------------------------------------------------------------------------------------ 19 2-Point Lighting ------------------------------------------------------------------------------------ 22 2-Point Lighting in Portraiture ------------------------------------------------------------------ 23 Rembrandt Lighting -------------------------------------------------------------------- 23 Loop Lighting ----------------------------------------------------------------------------- 25 Split Lighting ------------------------------------------------------------------------------ 25 Butterfly Lighting ------------------------------------------------------------------------ 26 Broad and Short Lighting -------------------------------------------------------------- 27 High- and Low-key Lighting ----------------------------------------------------------- 27 Detail from Portrait of an Old Woman, 1720-1745, by Balthasar Denner. Public domain photos provided by The Yorck Project: 10.000 Meisterwerke der Malerei. v Contents Sidebar: Hard and Soft Lighting --------------------------------------------------------- 29 3-Point Lighting ------------------------------------------------------------------------------------ 31 3-Point Lighting with a Background Light --------------------------------------------------- 33 Other Limited Light Variations ------------------------------------------------------------------ 34 Naturalistic Lighting ------------------------------------------------------------------------------- 36 Stylistic Lighting ------------------------------------------------------------------------------------ 39 Sidebar: A Note on Video Games and Stop Motion Animation ---------------------------- 39 Chapter 3: Lighting in 3D ------------------------------------------------------------ 41 3D Lighting Pipelines and Workflow ----------------------------------------------------------- 42 Collecting Light Information -------------------------------------------------------- 42 Lighting Determination Examples -------------------------------------------------- 44 3D Lighting Steps ----------------------------------------------------------------------- 46 Testing 3D Lighting ---------------------------------------------------------------------- 48 Sidebar: Working with Color Calibration --------------------------------------------- 49 Working with 3D Lights --------------------------------------------------------------------------- 50 Common 3D Light Types -------------------------------------------------------------- 50 Spot Light ----------------------------------------------------------------------- 50 Point Light ---------------------------------------------------------------------- 51 Directional Light -------------------------------------------------------------- 52 Ambient Light ----------------------------------------------------------------- 52 Area Light ----------------------------------------------------------------------- 52 Sidebar: Using Light Decay ------------------------------------------------------------- 53 Common 3D Light Properties -------------------------------------------------------- 54 Shadow Variations Among Lights --------------------------------------------------- 56 Shadow Approaches -------------------------------------------------------------------- 58 Specialized 3D Light Types ------------------------------------------------------------ 59 Mesh ------------------------------------------------------------------------------ 59 Cylindrical ----------------------------------------------------------------------- 60 Environment ------------------------------------------------------------------- 60 Photometric -------------------------------------------------------------------- 61 Volume --------------------------------------------------------------------------- 61 Renderer Variations ----------------------------------------------------------- 61 3D Light Interaction with Shaders -------------------------------------------------- 62 Common Shader Properties -----------------------------------------------------------65 Sidebar: Texture Overview -------------------------------------------------------------- 69 Chapter 4: Emulating Specific Light Sources ------------------------------------ 71 Emulating Natural Light Sources ------------------------------------------------------------------ 72 Sidebar: Source Models and Textures --------------------------------------------------- 72 Mid-day Sun ---------------------------------------------------------------------------------- 72 Sidebar: PBR Options --------------------------------------------------------------------- 74 vi Contents Sunset -----------=----------------------------------------------------------------------------- 76 Candle Flame -------------------------------------------------------------------------------- 76 Diffuse Window Light ------------------------------------------------------------------- 78 Emulating Artificial Light Sources ----------------------------------------------------------------- 81 Table Lamp ----------------------------------------------------------------------------------- 81 Sidebar: Selective Shadow Casting ----------------------------------------------------- 84 Neon Sign ------------------------------------------------------------------------------------- 84 Christmas Lights ---------------------------------------------------------------------------- 86 Lighting a Character with Different Light Sources ------------------------------------------- 88 Sidebar: Light and Shadow Linking -------------------------------------------------------------- 93 Chapter 5: Working with PBR Systems ----------------------------------------- 95 Choosing PBR --------------------------------------------------------------------------------------- 96 Review of Common Rendering Systems ----------------------------------------------------- 96 Scanline ------------------------------------------------------------------------------------ 96 Ray Tracing -------------------------------------------------------------------------------- 97 Overview of PBR Systems ------------------------------------------------------------------------ 98 Review of Common PBR Systems ------------------------------------------------------------ 100 GI ------------------------------------------------------------------------------------------- 100 Photon Mapping ------------------------------------------------------------ 100 Final Gather ------------------------------------------------------------------ 102 Radiosity ----------------------------------------------------------------------- 102 Point Cloud ------------------------------------------------------------------- 103 Irradiance Cache ------------------------------------------------------------- 103 Path Tracing / Monte Carlo Ray Tracing ------------------------------- 103 IBL ------------------------------------------------------------------------------------------ 106 Sky Systems ------------------------------------------------------------------------------ 107 Sidebar: Overview of Advanced 3D Renderers ------------------------------------------------- 108 Sidebar: Unbiased vs. Biased Rendering ------------------------------------------------------- 109 An Introduction to Render Passes / AOVs -------------------------------------------------- 109 Sidebar: Lighting Render Passes ---------------------------------------------------------------- 111 Chapter 6: Reproducing Locations and Lighting Characters ------------- 113 Lighting Locations and Characters ----------------------------------------------------------- 116 Reproducing Lighting at Specific Locations ----------------------------------------------- 116 Location #1: Elevator Landing ------------------------------------------------------ 114 Location #2: Bus Interior ------------------------------------------------------------- 120 Location #3: Outer Space ------------------------------------------------------------ 122 Designing Character Lighting ----------------------------------------------------------------- 125 Sidebar: Character Lighting Pitfalls ------------------------------------------------------------ 129 Sidebar: Measuring Light in Stops -------------------------------------------------------------- 131 vii Contents Chapter 7 : Designing Stylistic Lighting -------------------------------------- 133 Stylistic Planning ------------------------------------------------------------------------------------- 134 Generating a Mood ----------------------------------------------------------------------- 134 Creating a Tribute to Other Art Forms ----------------------------------------------- 134 Creating a Visually Unconventional Look ------------------------------------------- 138 Establishing a Parallel World or Timeline ------------------------------------------- 140 Stylized 3D Examples ------------------------------------------------------------------------------- 136 Sidebar: Motion Blur and Other Post-Process Effects --------------------------------------- 145 Case Study 1: Copying a Renaissance Still Life --------------------------- 147 Using Autodesk Maya with the V-Ray Renderer ------------------------------------------ 148 Sidebar: Reloading Missing Texture Bitmaps ------------------------------------------------- 148 Sidebar: Gamma-Corrected Views -------------------------------------------------------------- 150 Switching to the Arnold Renderer ----------------------------------------------------------- 156 Creating a Window Reflection ----------------------------------------------------------------- 159 Adjusting the Render Quality ----------------------------------------------------------------- 162 Sidebar: Determining Values -------------------------------------------------------------------- 164 Case Study 2: Lighting a Complex Night Interior --------------------------- 167 Using Autodesk Maya with the Maya Software Renderer -------------------------- 168 Switching to the V-Ray Renderer and Adding Fog ---------------------------------------- 177 Case Study 3: Lighting an Animated Animal Character ------------------ 185 Using Autodesk Maya with the Maya Software Renderer ----------------------------- 186 Switching to the Arnold Renderer and Adding a Sky Shader ------------------------- 193 Sidebar: Creating Skies in 3D --------------------------------------------------------------------- 197 Epilogue: The Future of 3D Lighting ------------------------------------------- 199 Appendix: Visual Lighting Glossary -------------------------------------------- 203 0-Point Lighting --------------------------------------------------------------------------------------------- 203 1-Point Lighting --------------------------------------------------------------------------------------------- 203 2-Point Lighting --------------------------------------------------------------------------------------------- 203 3-Point Lighting --------------------------------------------------------------------------------------------- 204 Ambient Light ----------------------------------------------------------------------------------------------- 204 Area Light ----------------------------------------------------------------------------------------------------- 204 Back Light ----------------------------------------------------------------------------------------------------- 204 Background Light ------------------------------------------------------------------------------------------- 204 Bounced Light ----------------------------------------------------------------------------------------------- 204 Color Bleed ---------------------------------------------------------------------------------------------------- 205 Color Temperature ------------------------------------------------------------------------------------------ 205 Butterfly Lighting ------------------------------------------------------------------------------------------- 205 Depth Map Shadow --------------------------------------------------------------------------------------- 205 Diffuse --------------------------------------------------------------------------------------------------------- 205 Directional Light ------------------------------------------------------------------------------------------ 206 viii Contents Environment Light ---------------------------------------------------------------------------------------- 206 Eye Light ----------------------------------------------------------------------------------------------------- 206 Fill Light ------------------------------------------------------------------------------------------------------ 206 Final Gather (GI) -------------------------------------------------------------------------------------------- 206 Fresnel Reflection ------------------------------------------------------------------------------------------- 207 Glamour Lighting ------------------------------------------------------------------------------------------- 207 Hair Light ------------------------------------------------------------------------------------------------------ 207 Hard Lighting ------------------------------------------------------------------------------------------------ 207 High-key ------------------------------------------------------------------------------------------------------- 207 IBL (Image-based Lighting) ------------------------------------------------------------------------------ 208 Key Light ------------------------------------------------------------------------------------------------------ 208 Kicker (Light) ------------------------------------------------------------------------------------------------- 208 Lighting Ratio ------------------------------------------------------------------------------------------------ 208 Light Ray ------------------------------------------------------------------------------------------------------ 208 Loop Lighting ------------------------------------------------------------------------------------------------ 208 Low-key ------------------------------------------------------------------------------------------------------- 209 Mesh Light --------------------------------------------------------------------------------------------------- 209 Naturalistic Lighting --------------------------------------------------------------------------------------- 209 Path Tracing (GI) -------------------------------------------------------------------------------------------- 209 PBR (Physically-Based Rendering) ---------------------------------------------------------------------- 209 Photometric Light ------------------------------------------------------------------------------------------ 209 Photon -------------------------------------------------------------------------------------------------------- 209 Photon Mapping (GI) -------------------------------------------------------------------------------------- 209 Point Light ---------------------------------------------------------------------------------------------------- 210 Radiosity (GI) ------------------------------------------------------------------------------------------------ 210 Ray Tracing -------------------------------------------------------------------------------------------------- 210 Ray Trace Shadow ----------------------------------------------------------------------------------------- 210 Refraction ---------------------------------------------------------------------------------------------------- 210 Rembrandt Lighting -------------------------------------------------------------------------------------- 210 Renderer ------------------------------------------------------------------------------------------------------- 211 Rim Light ----------------------------------------------------------------------------------------------------- 211 Shader (Material) -------------------------------------------------------------------------------------------- 211 Secondary Diffuse Illumination ------------------------------------------------------------------------- 211 Silhouette Lighting ---------------------------------------------------------------------------------------- 211 Sky System --------------------------------------------------------------------------------------------------- 211 Soft Lighting ------------------------------------------------------------------------------------------------- 211 Specularity ---------------------------------------------------------------------------------------------------- 211 Split Lighting ------------------------------------------------------------------------------------------------ 213 Spot Light ---------------------------------------------------------------------------------------------------- 213 Stylistic Lighting ------------------------------------------------------------------------------------------ 213 Utility Light ------------------------------------------------------------------------------------------------- 213 Volume Light ---------------------------------------------------------------------------------------------- 214 Appendix: Common Question Index ------------------------------------------- 215 Index ------------------------------------------------------------------------------------ 219 ix