This
Guide is meant to be a starting point
for lighting in the CG world. These
tips and techniques will be skewed
towards a gaming environment with
an emphasis on storytelling. There
will be information here that has
been covered many times before, but
hopefully there will be something
that sheds some light on how to apply
traditional film and illustration
techniques to the world of computer
graphics.
For our purpose we will be employing
a lighting style called "Practical
Lighting" This is a technique
that uses visible or actual light
sources to create the lighting scheme.
In film a practical light is any light
that is visible on the screen. Because
of the third dimension and the ability
to explore in game environments, In
our case any light source could be
a considered a practical light. Lamps,
torches, candles, ghosts and of course
boiling pots of human flesh can all
be practical lights.
I would guess 80% of our lights will
be practical lights. This will create
a believable environment that comes
to life for the player. To augment
these practical lights and to have
further control over the look of the
environment and the player's experience
we will also have "Local Spotlights."
These lights will make up the last
20% of our lights. Local spots are
used to control the brightness of
a specific area. This will give explicit
control over the visibility of areas,
objects and puzzles while still retaining
the overall feeling and contrast of
an environment. Local lights can also
be uses to control the ambient light
of a scene.
With the addition of "Radiosity"
or Global Illumination we have an
opportunity to bring even more subtle,
believable and even spectacular lighting
to our environments. While there is
still some work to be done in figuring
out how to incorporate this new feature
into our lighting work flow, I am
confident and excited in the prospects
that it offers. Keep in mind, however,
radiosity is still no substitute for
a good understanding of lighting and
composition.
Part 2 - 3-Point-Setup
Let's
talk about traditional
lighting set ups. The most
popular, if not most common,
of light set ups is the 3-point
lighting scheme. This setup
allows the subject to be modeled
by the light. The three lights
bring out the subjects dimensionality.
The three types of light are
called Key, Fill and Back
lights. Each of the three
points has a specific function.
Key
Light: This is
the main light source in
the scene. It is also typically
the brightest. Lamps, chandeliers,
torches and even the sun
would be depicted with the
key light. Key lights are
most often practical lights.
If it is not a practical
light placement of the key
is often 30-45 degrees of
the cameras axis and slightly
higher than the subject.
We will talk about color
in the Quality and Color
section.
In
this movie you can see Coney
lit by a very generic 3-point
light set up.
Fill
Light: This type of light
can be a secondary light source
or reflected light. It is commonly
the dimmest of the three lights.
Fill lights are commonly placed
on the opposite side of the cameras
axis as the Key light. The color
can be complimentary to the color
of the key. For example, if the
key is warm then the fill would
be cool.
Back Light:
This final of the three lights is
used to create edges on the subject.
Back lights are most often used
to enhance the shape of the subject
and separate it from the back ground.
Most often it is located directly
opposite of the camera and is placed
above the subject. Because they
are often used to create silhouettes
or edges of the subject they are
also referred to as rim lights,
hair lights, or even kickers. In
some cases more than one Back light
is used to help define the edge
of the subject and make it pop from
the background.
By
placing the Key Light in different
positions relative to the
subject various moods can
be achieved. This will be
discussed in more depth in
the Time of Day and Mood section.
For now let's just look at
a couple of common lighting
schemes.
Low
Angle:A
Light that come from below
the subject is often referred
to as a "Light From
Hell." Evil characters
are lit this way and it
instantly reminds us of
flashlights and campfires.
High Angle: A
light that comes from directly
above the subject can be
really creepy. Whenever
eyes are in shadow it gives
a strange feeling. A dim
fill light can partially
reveal the eyes are dark
shadow areas.
In
this movie three different
lighting schemes can be seen.
Camera angles used in conjunction
with lighting angles go far
in creating a specific look
for a scene.
Back
Lit: A Light that come
in from behind the subject is called,
you guessed it, a back light. So
the Back light takes the place of
the key light as the dominate source
of light in a scene. This is great
for creating a silhouette of a character
and creates a mysterious feeling.