Inspired 3D: Lighting and Compositing: An Interview with Jim Berney
DP: So when you look at a show, do you evaluate every shot and develop a vision for what each shot will be and how it will get there?
JB: Yes, to an extent, and you should. Its a lot of work, but not relative to 100 artists spinning in circles for three weeks per shot instead of the one-week target. Then youre talking about thousands of man-hours instead of me just taking maybe 10 and thinking it out. Its just stopping, thinking and planning. Youve gotta have a plan.
DP: I know from our work together on Harry Potter that in addition to having a plan, you always have a positive and encouraging attitude. How do you maintain a positive attitude for yourself and your crew?
JB: It never help s to have people who are completely stressed, negative, freaking out, and causing more pressure than there needs to be. Its just putting it in perspective. This is a job. Its a lot of work and we should take pride in it, but all in all it is a job. Were making donuts, so to speak. When I first started, it seemed like it was the pressure of a brain surgeon. Its like someones life is depending on this filmout. Its not. Well do it again tomorrow. Well get it done, and it always does get done. Work is not my whole world and it shouldnt be everybody elses whole world. There needs to be things out side of work that youre interested in, having a good time with, and you can spend energy on. That way you dont just get bogged down with work 100% of your time. Personally, Ive got to get out of the city. I like the mountains and the desert. Thats why I like riding motorcycles. I get out. On Saturdays when I ride at the track, its out in these crappy areas and its hot as hell, but it just feels good. It feels good just to be out in the baking sun.
DP: Do you have any methods, tips, or tricks you could share for lighting and compositing a scene and creating believable computer graphics elements?
JB: There are a million tricks. One is that you just need to stop. Stop and smartly set things up. People want inst ant results so they wont spend a day correctly setting something up with no image to show for it. Theyll go straight for an image without setting things up properly. Then theyll bang their head for the next two weeks trying to make it look right, but the lights just arent correctly set up. Theyll try to massage the paradigm theyve got together, whatever the rig is, for two weeks. You just need to stop, move that light, create another light, and set it up properly from the beginning. A lot of it has to do with the difficulty in the tools. It takes time to create another light with another shadow. Thats why we re trying to make shadows much easier. I noticed a long time ago that some people didnt want to put shadows in their lights, or even create another light, because it was a pain in the butt. It used to be even harder. The idea is, and eventually it will be, that lights will be shadowing. That should be a given. All lights should shadow. You shouldnt sit there and have to worry about where shadow map files are going to go and the names, and so on. Thats actually why we set the pipeline up the way it is with all the naming conventions and standards. You dont have to worry about where things are and how theyre named.
I was on a show recently and we were trying to do a particular type of animation. It wasnt character animation, but rather long, animated camera moves. We were struggling with it, and wed ask for these very small changes that wouldnt come. We fought it for weeks, and it turned out to be a result of the camera and parenting system being set up incorrectly. In the beginning, I said I dont care if I dont see anything for three days. Just set it up correctly. You know, they went straight to the image to quickly produce stuff. Instead of stopping and setting it up correctly for a day, we fought it for two weeks.
As for specific tricks, there are hundreds of them. If youre trying to sit there and see how a new light works, dont render a fully furred creature at 2K with motion blur [see Figure 2]. You have to optimize for testing. Its a good idea to start with quick renders that are cropped, fast, and low quality just so you can see where the lights are. Start with a sphere. Ive asked that from people for a while. I dont want to see the troll. I dont want to see a furred dog. I dont want to see anything but a ball. Just give me a sphere that looks integrated, and then put the dog in. Of course, the dog won t look right, but its a quick way of initially setting up lights. Ive noticed when people resist doing things, its because they re difficult, so you just need to make it easier, or even automatic. Ill sit there and say it needs a little something, like bringing the rim a bit this way. I come back the next day and the rim lights still not moved. Ill ask every day just to bring the rim light around. It turns out all they were doing was just upping the intensity, because thats the easiest thing to do. It needs to be brought around. You need to move it. The entire process was an effort by the artist to avoid a re-render of the shadow maps. Well, the simple answer is the light has to be moved and the shadow maps need to be re-rendered, because its not going to look right otherwise. If you just stop and analyze the situation, youll realize it only takes about two hours of processor time to render new shadows. Everyone wants instant results, though, so they go for the quick fix even if its wrong. You just cant achieve instant image creation right now. I ask to move a light and the artist wants to avoid a re-render of the shadow maps. They think maybe making the falloff a little different or adjusting the wrap around will fix it. It doesnt work the next day or the next day, and three days later it still doesnt look right. OK, now youve wasted three days and three iterations of film because you didnt want to stop and spend one or two hours in the first place. Even if its a whole day, its worth it.
![[Figure 2] A close-up shot of fur benefiting from optimized testing, from the 1999 film Stuart Little.](http://www.awn.com/files/imagepicker/1/lighting03_16-02.jpg)























I knew Jim when he and my son were in high school together. I remember Jim's drafting and drawing skills and knew he would be a winner in the field of art someday. Great article and thank you Jim for all the great visual effects.
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