Most photographers, cinematographers, and stage-lighting designers will tell you that lighting is an art in itself. The photographic process is more sensitive than the virtual cameras you use in 3D animation, however, so you have more options than a photographer does. For example, you can create lights that don't cast shadows, objects that are not affected by a specific light, or lights that never fade in intensity. However, you can still learn some useful tips from the basics of photographic lighting. Standard Lighting ModelEvery scene you create has its own unique lighting requirements, but for standard lighting of a typical subject, photographers generally use a three-point lighting approach . This method is good for computer animators, too. These are the three points (see Figure 1.7):
Figure 1.7. A three-point lighting approach.
Another light often used for 3D animation is the rim light . Like a crescent moon, the rim light is positioned to accentuate the subject's visible perimeter. A common approach is to tint the rim light, often light blue. In Maya this light can be set to illuminate only the subject so that the backdrop doesn't exhibit illumination from a tinted light. The color contrast of a tinted rim light on the subject can make it pop out from the background, particularly if the rim light is a complementary color of the background. |