Graphics and Images: Lighting and Rendering in Digital Drawing

Author: (USA) Bern
Publisher:
Publish Date: 2001-07-01
Features:
1.1 Film Shooting Art
1.2 Traditional Visual Art
1.3 Related Disciplines
1.4 Provides Production Techniques
1.5 Target Audience
1.6 Software Requirements
1.6.1 3D Rendering Software
1.6.2 2D Software
1.7 Emphasizes Creativity
Chapter 2 Light Processing Workflow
2.1 Preparation Work
2.1.1 Adjust the Monitor
2.1.2 Start in Total Darkness
2.2 Adding Light Sources
2.2.1 Point (Omni) Light
2.2.2 Spotlight
2.2.3 Directional Light
2.2.4 Area Light
2.3 Testing Light Sources
2.3.1 Separate Light Sources
2.3.2 Artificially Colored Lights
2.3.3 Switch Between Two Versions
2.3.4 Composite in Drawing Software
2.4 Lighting Effects in Filming
2.4.1 Creating Integrated Lighting Effects
2.4.2 Modifying Lighting Effects
2.5 Experimentation
Chapter 3 Three-Point Lighting
3.1 Lighting Simulation for Object Models
3.2 Three-Point Lighting
3.3 Key Light
3.4 Fill Light
3.5 Key-to-Fill Ratio
3.5.1 Lower Key-to-Fill Ratio
3.5.2 Higher Key-to-Fill Ratio
3.6 Backlight
3.6.1 Backlight Rendering
3.7 Summary
3.8 Practice
Chapter 4 Shadows
4.1 Visual Function of Shadows
4.1.1 Defining Spatial Relationships
4.1.2 Surface Angle Differences
4.1.3 Enhancing Image Composition
4.1.4 Increasing Contrast
4.1.5 Indicating Space Outside the Frame
4.1.6 Organically Integrating Various Elements in the Scene
4.2 Which Light Sources Need to Cast Shadows
4.2.1 Single Shadow Scenes
4.2.2 Fill Light Shadows
4.2.3 Cluttered Shadows
4.2.4 Ignoring Shadows
4.2.5 Shadow Areas
4.3 Shadow Brightness
4.3.1 Shadow Color Settings
4.3.2 Raking Light to Brighten Shadows
4.3.3 Fill Light to Brighten Shadows
4.4 Shadow Algorithms
4.4.1 Rendering Speed
4.4.2 Light Types
4.4.3 Transparency Support
4.4.4 Resolution
4.4.5 Softness
4.5 Shadow Simulation
4.5.1 Adding Negative Brightness Light
4.5.2 Replacing Shadows with 3D Models
4.5.3 Reducing Required Shadows
4.5.4 Shadow Light
4.5.5 Notes on Shadow Simulation
4.6 Practice

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