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Aesthetic 3D Lighting: History, Theory, and Application [Pehme köide]

(Visual Effects Artist, USA)
  • Formaat: Paperback / softback, 238 pages, kõrgus x laius: 235x191 mm, kaal: 592 g, 450 Illustrations, color
  • Ilmumisaeg: 12-Mar-2018
  • Kirjastus: Routledge
  • ISBN-10: 1138737577
  • ISBN-13: 9781138737570
  • Formaat: Paperback / softback, 238 pages, kõrgus x laius: 235x191 mm, kaal: 592 g, 450 Illustrations, color
  • Ilmumisaeg: 12-Mar-2018
  • Kirjastus: Routledge
  • ISBN-10: 1138737577
  • ISBN-13: 9781138737570
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

Arvustused

"A comprehensive look at the aesthetic development and theory behind 3D lighting practices. This book can be an essential guide to anyone looking to understand the development of lighting styles in 3D films."

A. Newman, School of Film and Animation, Rochester Institute of Technology "A comprehensive look at the aesthetic development and theory behind 3D lighting practices. This book can be an essential guide to anyone looking to understand the development of lighting styles in 3D-animated films."

A. Newman, School of Film and Animation, Rochester Institute of Technology

Introduction xi
Chapter 1 The Importance of Light and Lighting
1(14)
Light and Lighting
2(1)
Information Communicated by Light
2(4)
Time of Day
2(1)
Light Sources and Location
3(1)
Mood
4(1)
Sidebar: Point-of-Views
4(1)
Sidebar: Light Shadowing
5(1)
Scientific Underpinnings of Light
6(3)
Wavelength, Color, and Temperature
6(1)
Reflection, Transmission, and Absorption
7(2)
Goals of Lighting
9(6)
Story Communication
9(1)
Visual Clarity
10(1)
Replication of Real World Locations
11(1)
Aesthetic Stylization
11(4)
Chapter 2 The History of Lighting in the Arts
15(26)
Review of Light Categories
16(1)
Review of Point Lighting
16(1)
0-Point Lighting
16(3)
1-Point Lighting
19(3)
2-Point Lighting
22(1)
2-Point Lighting in Portraiture
23(8)
Rembrandt Lighting
23(2)
Loop Lighting
25(1)
Split Lighting
25(1)
Butterfly Lighting
26(1)
Broad and Short Lighting
27(1)
High- and Low-key Lighting
27(2)
Sidebar: Hard and Soft Lighting
29(2)
3-Point Lighting
31(2)
3-Point Lighting with a Background Light
33(1)
Other Limited Light Variations
34(2)
Naturalistic Lighting
36(3)
Stylistic Lighting
39(1)
Sidebar: A Note on Video Games and Stop Motion Animation
39(2)
Chapter 3 Lighting in 3D
41(30)
3D Lighting Pipelines and Workflow
42(8)
Collecting Light Information
42(2)
Lighting Determination Examples
44(2)
3D Lighting Steps
46(2)
Testing 3D Lighting
48(1)
Sidebar: Working with Color Calibration
49(1)
Working with 3D Lights
50(21)
Common 3D Light Types
50(1)
Spot Light
50(1)
Point Light
51(1)
Directional Light
52(1)
Ambient Light
52(1)
Area Light
52(1)
Sidebar: Using Light Decay
53(1)
Common 3D Light Properties
54(2)
Shadow Variations Among Lights
56(2)
Shadow Approaches
58(1)
Specialized 3D Light Types
59(1)
Mesh
59(1)
Cylindrical
60(1)
Environment
60(1)
Photometric
61(1)
Volume
61(1)
Renderer Variations
61(1)
3D Light Interaction with Shaders
62(3)
Common Shader Properties
65(4)
Sidebar: Texture Overview
69(2)
Chapter 4 Emulating Specific Light Sources
71(24)
Emulating Natural Light Sources
72(9)
Sidebar: Source Models and Textures
72(1)
Mid-day Sun
72(2)
Sidebar: PBR Options
74(2)
Sunset -----------=
76(1)
Candle Flame
76(2)
Diffuse Window Light
78(3)
Emulating Artificial Light Sources
81(7)
Table Lamp
81(3)
Sidebar: Selective Shadow Casting
84(1)
Neon Sign
84(2)
Christmas Lights
86(2)
Lighting a Character with Different Light Sources
88(5)
Sidebar: Light and Shadow Linking
93(2)
Chapter 5 Working with PBR Systems
95(18)
Choosing PBR
96(1)
Review of Common Rendering Systems
96(2)
Scanline
96(1)
Ray Tracing
97(1)
Overview of PBR Systems
98(2)
Review of Common PBR Systems
100(8)
GI
100(1)
Photon Mapping
100(2)
Final Gather
102(1)
Radiosity
102(1)
Point Cloud
103(1)
Irradiance Cache
103(1)
Path Tracing / Monte Carlo Ray Tracing
103(3)
IBL
106(1)
Sky Systems
107(1)
Sidebar: Overview of Advanced 3D Renderers
108(1)
Sidebar: Unbiased vs. Biased Rendering
109(1)
An Introduction to Render Passes / AOVs
109(2)
Sidebar: Lighting Render Passes
111(2)
Chapter 6 Reproducing Locations and Lighting Characters
113(20)
Lighting Locations and Characters
116(1)
Reproducing Lighting at Specific Locations
116(9)
Location #1 Elevator Landing
114(6)
Location #2 Bus Interior
120(2)
Location #3 Outer Space
122(3)
Designing Character Lighting
125(4)
Sidebar: Character Lighting Pitfalls
129(2)
Sidebar: Measuring Light in Stops
131(2)
Chapter 7 Designing Stylistic Lighting
133(14)
Stylistic Planning
134(2)
Generating a Mood
134(1)
Creating a Tribute to Other Art Forms
134(4)
Creating a Visually Unconventional Look
138(2)
Establishing a Parallel World or Timeline
140
Stylized 3D Examples
136(9)
Sidebar: Motion Blur and Other Post-Process Effects
145(2)
Case Study 1 Copying a Renaissance Still Life
147(20)
Using Autodesk Maya with the V-Ray Renderer
148(1)
Sidebar: Reloading Missing Texture Bitmaps
148(2)
Sidebar: Gamma-Corrected Views
150(6)
Switching to the Arnold Renderer
156(3)
Creating a Window Reflection
159(3)
Adjusting the Render Quality
162(2)
Sidebar: Determining Values
164(3)
Case Study 2 Lighting a Complex Night Interior
167(18)
Using Autodesk Maya with the Maya Software Renderer
168(9)
Switching to the V-Ray Renderer and Adding Fog
177(8)
Case Study 3 Lighting an Animated Animal Character
185(14)
Using Autodesk Maya with the Maya Software Renderer
186(7)
Switching to the Arnold Renderer and Adding a Sky Shader
193(4)
Sidebar: Creating Skies in 3D
197(2)
Epilogue: The Future of 3D Lighting
199(4)
Appendix: Visual Lighting Glossary
203(12)
0-Point Lighting
203(1)
1-Point Lighting
203(1)
2-Point Lighting
203(1)
3-Point Lighting
204(1)
Ambient Light
204(1)
Area Light
204(1)
Back Light
204(1)
Background Light
204(1)
Bounced Light
204(1)
Color Bleed
205(1)
Color Temperature
205(1)
Butterfly Lighting
205(1)
Depth Map Shadow
205(1)
Diffuse
205(1)
Directional Light
206(1)
Environment Light
206(1)
Eye Light
206(1)
Fill Light
206(1)
Final Gather (GI)
206(1)
Fresnel Reflection
207(1)
Glamour Lighting
207(1)
Hair Light
207(1)
Hard Lighting
207(1)
High-key
207(1)
IBL (Image-based Lighting)
208(1)
Key Light
208(1)
Kicker (Light)
208(1)
Lighting Ratio
208(1)
Light Ray
208(1)
Loop Lighting
208(1)
Low-key
209(1)
Mesh Light
209(1)
Naturalistic Lighting
209(1)
Path Tracing (GI)
209(1)
PBR (Physically-Based Rendering)
209(1)
Photometric Light
209(1)
Photon
209(1)
Photon Mapping (GI)
209(1)
Point Light
210(1)
Radiosity (GI)
210(1)
Ray Tracing
210(1)
Ray Trace Shadow
210(1)
Refraction
210(1)
Rembrandt Lighting
210(1)
Renderer
211(1)
Rim Light
211(1)
Shader (Material)
211(1)
Secondary Diffuse Illumination
211(1)
Silhouette Lighting
211(1)
Sky System
211(1)
Soft Lighting
211(1)
Specularity
211(2)
Split Lighting
213(1)
Spot Light
213(1)
Stylistic Lighting
213(1)
Utility Light
213(1)
Volume Light
214(1)
Appendix: Common Question Index 215(4)
Index 219
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 dozen 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.