2D motion blur 176
3D imagery 228
A
A/B comparison 246
acromegaly 28
actual object reference 34
Adams, Ansel 116; zone system 121–2
additive color mixing 36, 52–3
Alarm 154
aliasing (stair-stepping) 93
alpha channel 164; color corrections 170
ambient color 157
ambient lights 51
ambient shadows 56
animated values 33; avoiding in the master rig 242
Archer, Fred 121
artifacts: lens effects 174; render 93, 95
artificial light sources 139–40
artistically positioned shadows 114
aspect ratio 69
B
Bambi 145
behind-door light source 30, 31
Belasco, David 119
Ben Hur 69
Beversdorf, David Q. 26
Bierstadt, Albert 32
biological interpretation of color 106–7
bit depth 93
black background 78
black points 147
blinn shader 88
Blue Sky Studios 21, 23, 96, 179
blur 110, 116; edge blur 171–2; motion blur 95, 176
bounce light 37, 38, 76, 190, 202, 216; role 73–4
Brave 131
broad strokes approach 252, 253
Buckland, Wilfred 119
bump mapping 155
Bunny 23
Burtynsky, Edward 251
C
Campbell, Heather 26
career development 254–67; demo reels 256–7; getting started 256–60; job applications 258–60; learning in the first job 260–3
Cars 2 44
Cartoon Saloon 96
cast shadows 56
Caza, Philippe 229
ceilings 143
character beauty lighting 200–8
character and environment walkthrough 209–17
character lighting 130–7, 193; multiple characters 221, 222
character style sheets 42, 68, 236
chatter (noise) 93, 95; reducing 176–7
color 14–15, 27, 184; ambient 157; complementary colors 20, 186; good and bad characters 22–3; hero color 130–1; interior lighting 138–9, 140; key light 72; materials 153–5, 157; and mood 14–15, 106–9, 125; overall 153; processing reference 34, 36–8; properties of light 52–3; reflected 155; shadows 39, 59; specular 154
comics 229
commercial work 230
comparisons: changes 78–9; matching shots 246
compositing 151, 164–77, 244; 2D motion blur 176; character beauty lighting 202–3; color corrections 168–70; depth of field 174–6; diffusion 172; edge blur/light wrap 171–2; final touches 171–7; layering 164–8; lens effects 174; reducing noise 176–7; vignetting 173
compression 91
confidence 259
contact sheets 235
contrasting elements 112
corners 143
cultural interpretation of color 107
Cunningham, Imogen 116
D
Dart, Kevin 125
Day, Doris 109
dead-eyed characters 135
DeMille, Cecil B. 119
demo reels 126, 179, 256–7, 265, 266–7
depth of field 115–16, 174–6, 190, 193, 211–12
diffuse illumination 54–5, 211
diffuse layers 84
diffusion 16, 141, 172, 211, 215, 225
directing the viewer’s eye 14, 18–20, 98, 102, 110–16, 126; character and environment 209–10; character lighting 132–3
directional lights 49
disco ball 220–1, 222, 223, 224, 225
displacement 155
distant lights 49
Druillet, Philippe 229
Dungeon Keeper 2 231
Dusseault, Yannick 124
E
Edmond était un âne (Edmond was a Donkey) 75, 111
eliminating unnecessary lights/geometry etc 70, 242
email etiquette 263
Emperor’s New Groove 108
environment 57; character and environment walkthrough 209–17
exaggerated values 79
expectations, managing 262
exterior lighting 29, 144–7, 188
eyes 135–7, 193, 203, 205, 206, 214
F
Fantastic Flying Books of Mr. Morris Lessmore, The 15, 19, 122, 171
Feral 85
Ferriss, Hugh 63
Figueroa, Anuar 209
fill light 35, 73, 76, 201, 202, 211
Film Noir 109
film reference 33
final render settings and tricks 95
Finding Nemo 124
fine arts: gathering reference 32; painting see painting
first impressions 261
first job: getting 256–60; working and learning in 260–3
floating point images 93
focal point 110
focus: more defined 132–3; racking 174, 175
Ford, Walton 63
G
gamma 71; color correction 169
Giant 109
Giménez, Juan 229
glass 160
goals of lighting for animation 14
gobos 49, 60–1, 146, 186; gobo maps for multiple characters 220, 221, 222, 223
Goldsworthy, Andy 229
Goldwyn, Sam 119
Google Images 249
Gribouille 228
Groomes, Red 195
H
Haeckel, Ernst 251
Hallmark commercial 231
Hansmeyer, Michael 251
hard shadows 39
Harper, Charley 125
HDRI data 230
Heda, Willem Claeszoon 118
high key lighting 102
Hillier, Ashleigh 26
HSL color method 53
HSV color method 53
Hudson Valley school of painting 195, 249
hue 53
humility 261
I
I, Pet Goat II 115
Ice Age 22
ideal co-worker 262
image outputting structure 94
image plane 78
incandescence 157
intensity of light 54; interior lighting 138–9, 140; processing reference 34, 35; well-lit shots 102–7
interactive light placement 78
interior lighting 30, 138–43, 188
Internet 34; online photo reference 44; online profile management 258–9
Iron Giant, The 96
isolating lights 78
isolating problems 79
isolating the render 70
J
Jansen, Théo 229
‘Just Like You’ 231
Juste de l’eau 132
K
Keillor, Jocelyn 26
key light 35, 36, 148–9; character beauty lighting 201, 204–5; character and environment 210, 216; creating 76; high key lighting 102; low key lighting 103; rim key lighting 104; role 72
L
L3.0 133
layering 164–8; common methods 165–8
layers, render see render layers
learning in a first job 261
lens effects 174
Leonardo da Vinci 145
Leucotopia 103
library, reference 41
light intensity see intensity of light
light over dark 19, 20, 132, 133, 184
lighter’s toolbox see toolbox, lighter’s
lighting attribute layers 83–5
lighting over black 78
lighting scenarios see scenarios
lighting walkthroughs see walkthroughs
lightness 53
longer shots 94
lossless file formats 91
low key lighting 103
Ludwig, Carl 23
luminance key 212
M
Marilyn Myller 104
master lighting 232–53; compositing 244; layers 243, 244; lighting pre-production 234–5; look development 236–8; shot lighting 244–7, 249, 252
matching shots to master 244–6
materials 151, 152–63, 179, 180; common adjustments to shaders 162–3; simulating specific materials 158–61; surface attributes 153–7
matte layers/passes 89–90, 170, 225
McCorkle, Rocky 120
metals 158
Missing Scarf, The 132
mockups 68
Moebius 229
mood 149, 190, 195; color and 14–15, 106–9, 125; setting 14–16, 63, 102–9, 125
‘Mother Bird’ Hallmark commercial 231
multi-pass approach 179
multiplication: color correction 169; merge operation 166, 167
N
naming conventions 94, 240, 242
naturalism 99
O
observation see reference
office rules 263
Oga, Kazuo 124
Oli, José Manuel Fernández 124
online photo reference 44
online profile management 258–9
OpenEXR file format 91
Out of the Past 33
‘over’ merge operation 166
overall color 153
overnight render settings and tricks 94–5
P
painting 24–5, 32, 44, 195, 249; still life 118; with light 118–20
Penny Dreadful series 231
Phillips, Nicole 26
photography 257; gathering reference 29–31
physical reference 34
Picture of Dorian Gray, The 134
Pio 130, 157, 162, 163, 170; character beauty lighting 200–8
Pixar 124
placement of lights: interactive 78; and mood 102–7; wedge for 79–81
plastic 159
positioning see placement of lights
Premier Automne 112
procedural materials 180
purple 107
Q
quadratic light decay 55
quick sketches 68
R
real time lighting 45, 63, 231, 250
recommendations 264
reference 24–45, 68, 249; effects of ignoring 27–8; gathering 29–34; importance of 26–7; organizing 41–2; processing 34–40; utilizing 41
reference library 41
reflection passes 87–8, 137, 205, 223
reflectivity/reflected color 155
reliability 262
Rembrandt Lighting 119–20, 121, 201
removing unnecessary lights/geometry etc 70, 242
render layers 81–90; beauty 82–3; diffuse/specular 84; keeping to a minimum 243, 244; layering 164–8; lighting attribute 83–5; setting up 81–2; shadow passes 82, 84–5, 167, 203; specialty layers 85–90
render quality 93
render settings, modifying 69
RGB light layers 90
RGB mattes: layers 89–90, 205, 207; with material files 163
RGB specular pass 223
rim key 104
rim lights 74, 76, 184, 185, 191, 202
Robots 180
Ruckus Manhattan (Groomes) 195
S
salary negotiation 260
saturation over desaturation 132, 133
scenarios 128–49; character lighting 130–7; exterior lighting 144–7; interior lighting 138–43; see also walkthroughs
Schachter, Dan 26
‘screen’ merge operation 167–8
Secret Life of Kells, The 96, 112
Secret of Nimh, The 96
Segerman, Henry 251
Selznick, Brian 96
sequences 234
shaders, common adjustments to 162–3
shadow passes 82, 84–5, 167, 203
shadows 56–61; artistically positioned 114; color 39, 59; directional lights and 49; interior lighting 140; light properties for 60–1; and mood 16, 17, 104–5; processing reference 34, 39; qualities 58–60; size 58, 59; softness 39, 60; types 56; visual contribution 57
shape: of artificial light sources 140; of shadows 140
shaping: in fill values 211; subtle 143; visual 14, 17, 102, 117–22, 125–6, 187, 189
shot continuity 247
size: image 70, 94, 95; shadow 58, 59
sky light 201
Sleeping Beauty 96
slide viewer comparison 246
smaller companies 258
softness 16, 211–12; shadows 39, 60
spatial relationships 57
specular illumination 54–5, 211
specular layers 84
specular reflection/color 154
specularity 133
spotlights 49–50, 111, 202; disco ball 220–1
spread angle 87
squinting 110
sRGB 71
Still Life with Oysters, a Rummer, a Lemon and a Silver Bowl (Heda) 118
stochastic raytracers 252
storyboards 234
storytelling 195
sub-surface scattering material 161
subtle shaping 143
surface attributes 153–7; simulating specific materials 158–61
symbolic color 108
T
Tale of Mr. Revus, The 75, 113
Tan, Shaun 96
TARGA file format 91
television reference 33
Tillet, Maurice 28
tilt-shift 116
time of year 29
toolbox, lighter’s 46–64; basic properties of light 52–6; common CG lights 48–51; shadows 56–61
traditional artwork 257
Trappers’ Camp, The (Bierstadt) 32
Tyrian purple 107
U
Uesugi, Tadahiro 125
under-lighting 103
unnecessary lights/geometry, removing 70, 242
V
value 53
variation 133
Vendedor de Humo, El 102
video reference 33
viewing tricks 246
vignetting 114–15, 173, 187, 189, 192
virtual reality 252
visual shaping 14, 17, 102, 117–22, 125–6, 187, 189
volumetric lights 56, 111; character and environment 214, 215, 216; multiple characters 221, 225
W
walkthroughs 198–231; character beauty lighting 200–8; character and environment 209–17; multiple characters 218–26
walls 143
Warrens of Virginia, The 119
water 160
well-lit shots 100–27; directing the viewer’s eye 102, 110–16; emphasizing the mood 102–9; visual shaping 102, 117–22
Weston, Edward 116
white balance 142
Whole 157
Wilson, David 251
wood 159
Woods, Lebbeus 63
work-in-progress (WIP) renders 69, 94
workflow 64, 66–99; creating lights 76–7; creating wedges 79–81; interactive light placement 78; isolating lights 78; isolating problems through exaggerated values 79; light linking 81; never light over black 78; pre-lighting 68–72; render layers 81–90; render workflow 91–5; saving frames and comparing changes 78–9; understanding the roles of each light 72–5
Wyeth, N.C. 21
Z