Project 3 : Lighting
Date Assigned: Wednesday, April 10
Date Due: Monday, April 15
Reading: Learning Alias, pp. 209-230
This assignment will introduce you to lighting concepts.
Once again, you will have a new group to work with. You
will construct a new scene and light it two or three ways.
What to do
-
Construct a new scene out of any number of models that your
group members have worked on. Create a simple "room" that
the objects are in, or a backdrop against which they stand,
and a surface that they stand on. Choose one object (or a few
adjacent related objects) to be the main "character" in the
scene; the remainder of the models will be support characters.
Arrange the models in a scene. The main character doesn't necessarily
have to be in the foreground; lighting can be used to bring the viewer's
attention to it wherever it is in the scene.
- Light the scene using the following four lights on the main character:
- Key light.
- The brightest light, the main source
of illumination for the character. Chosen to make the character
look good. Usually comes from the side and above.
- Fill light.
- Fills in the dark areas,
softens shadows. Usually a non-specular light.
- Rim light (also known as
kicker).
- Illuminates character from the
non-key side, helps to define shape and contour.
- Bounce light
- Light "reflecting" up
from the floor or tabletop. Fills in dark areas on
the undersides of the character.
The background of the scene should be lit as simply
as possible, using these same lights or and/other lights
as needed.
- Light the scene as a "fine arts" painting.
Experiment first with hand-drawn sketches or watercolors
or other studies. Then try to create the desired effect
online. Use whatever and however many lights or effects are
appropriate.
- (Optional, for your own entertainment.) Light the
scene as an advertisement, or "pop art" piece. Garish
colors, glitzy sparkle effects, etc.
What we're looking for
We have different expectations for the results of each part
of the assignment.
- The first part is just to give you something to light; no
need to spend too much time on this. We'd like something
with interesting composition and that feels like a connected
scene, not just a collection of objects floating in space.
(Clever use of camera angles and/or background paintings can
minimize the need to actually build 3D geometry for
walls and floors.)
- The second part is an exercise in character lighting
and in using lights for
specific purposes. Play with the color and placement of
these lights to see the effect that they have.
- Make sure the main character looks good. Neither too
flat nor too monstrous; neither too shiny nor too dull;
neither too ruddy nor too sickly; etc.
- Make sure the main character doesn't get lost in the
the background. It should probably be somewhat
lighter or darker than the area immedately behind
it.
- Make sure that the main character looks like it's part
of its environment, not like something rendered
separately and pasted in. The light colors and
directions used for character should match the background.
Shadows help here.
- For the third part, light is not merely to
see things, but is an artistic tool: use light shape and
shadow to contribute to image composition; use color
to set a mood; vary the lighting across the scene
for visual interest, and to direct the viewer's eye.
Maybe try to have the still image tell a story,
maybe simply paint a still life artwork.
- Go wild!
Turn in
Two or three quality rendered scenes:
- character lighting
- fine arts scene
- advertisement or pop art scene
Projects will be critiqued in class on Monday. Before class, you should
prepare for critique by doing the following:
-
In /home/cse490/critique/lighting, create a directory for your group.
This directory should have a name that hints at the contents of your
scene.
- Put in this directory your renderings, one for each part of the
assignment:
- normal.rgb
- art.rgb
- funky.rgb
Since we will only be viewing one shot of your scene, some care
should be taken to get an effective camera angle and lighting intensity.
- Also in this directory should be a README file with group members
and who-did-what info.