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10. Lighting Solutions & Camera Techniques. MUL242 Multimedia Design II. Summary Slide. Omnidirectional HDR Image Creation Methods Rendering with HDRI High Dynamic Range Photography What is Image Based Lighting? Global Illumination Camera Techniques Camera Angles Camera Shot Sizes
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10 Lighting Solutions & Camera Techniques MUL242 Multimedia Design II
Summary Slide • Omnidirectional HDR Image Creation Methods • Rendering with HDRI • High Dynamic Range Photography • What is Image Based Lighting? • Global Illumination • Camera Techniques • Camera Angles • Camera Shot Sizes • Framing • The rule of thirds • Balance and perspective
Summary Slide (cont.) • Depth of Field • Motion Blur • Compositing • Compositing in Lightwave
Omnidirectional HDR Image Methods Mirrored ball & camera
What is Image Based Lighting? Original objects with default lighting
Camera Techniques • Camera is viewer’s ‘window on the world’ • Not neutral • Used to convey: • Emotion • Movement • Power • Point of View • Space (cramped, open etc)
Camera Angles • What is the effect of these? • Also, think about Subjective Angles
Camera Shot Sizes • Extreme Long Shot to Extreme Close Up
Framing • Framing descriptions; • Shots are described by their framing • Long shot • Close-up • Etc…
The rule of thirds • We use the rule of thirds to help us when composing a shot. • You mentally divide the area of the picture into thirds, with two vertical and two horizontal lines, and compose your picture around the lines and intersections.
Balance and perspective • Look at the arrangement of objects in your shots. • Balance: • Harmonious arrangement of objects • Perspective: • You can emphasize depth in a shot by using objects in the foreground and background.
Motion Blur • Motion blur captures time
Nose-room and Head-room • Headroom is the space between the top of the frame and the top of a characters head. • Too little headroom makes characters look “cramped”. Too much makes them look lost in the frame. • Noseroom or eyeroom is an allowance of space in the direction a character is looking out of frame.
Compositing • 3D animation can be seamlessly combined with live footage • Makes use of • Background & Foreground images • Alpha Channels • Compositing can be done in Lightwave or Video Editing Tool (eg Adobe After Effects)
Compositing in Lightwave • Foreground & Background images are loaded as Backdrops into Lightwave • Images centre & stretch to fill the screen, regardless of camera position and perspective • Volumetrics (eg fog) do not affect Backdrops • Individual surfaces (eg transparency) do not affect Backdrops unless this option is set in Surface Editor • Alpha Channel acts as a ‘mask’ or cut-out, allowing part of the image to be opaque, and part transparent • Foreground Keys allow you to define colour ranges as a mask, (similar to blue screen effects in traditional TV compositing
Intermediate Compositing • Intermediate Objects (eg trees, buildings etc) are often required to allow your rendered objects to trace a path behind & in front. • Can be achieved using Front Projection image mapping onto flat polygonal surfaces • Things to note: • Increase the Luminosity of the surface to prevent scene lights as only source of light (would look unnatural) • Shadows can be applied by altering light positions, but… • Luminosity & luminosity & diffuseness need to be further adjusting to ensure the intermediate scene elements blend with foreground and background
Workshop • Rendering with • Radiosity • HDRI & Image World • Motion Blur • Depth of Field • Compositing