Inspired 3D: Lighting and Compositing: Lighting a Production Shot

In another excerpt from the Inspired 3D series, we step through the collaborative efforts involved in lighting and compositing a shot.
Posted In | Magazines: VFXWorld

[Figure 8] Shot SF-01 shadow detail with 512 pixels square shadow-map resolution (top), and with 2,048 pixels square shadow-map resolution (bottom).

Of note, relating to the key-light, is a special light added for shots SF-01 and SF-03. The desk lamp providing the primary source of illumination for the scene is just behind the computer, in the screen-right corner of the cubicle. The light itself is not visible from the camera, but its affect on the wall is. The desk lamp is aimed at the wall and the resulting light bounces to illuminate the cubicle. Because the renderer is scan line and not ray traced, this effect is simulated with two lights. The key-light shines out onto the scene as the light bounces from the wall. A special light for the desk lamp shines from the desk up onto the cubicle wall (see Figure 9). The only illumination provided by the desk lamp visible from the camera is on the far wall of the cubicle.

 

 

[Figure 10] Fill light placement in plan (left) and elevation views (right).

Fill Light







Comments

  No comments. Be the first to comment below.


Post new comment

The content of this field is kept private and will not be shown publicly.
  • Web page addresses and e-mail addresses turn into links automatically.
  • Allowed HTML tags: <a> <em> <strong> <cite> <code> <ul> <ol> <li> <dl> <dt> <dd>
  • Lines and paragraphs break automatically.
  • Use <!--pagebreak--> to create page breaks.

More information about formatting options

CAPTCHA
This question is for testing whether you are a human visitor and to prevent automated spam submissions.