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725461 No.725461 [Reply] [Original]

ITT, Share:
>Lighting tutorials, theory, resources etc.
>Your own lighting work to ask for criticism
>Examples of good CG lighting, references, inspirations

Everything lighting related!

Good read: UE4 Archviz Interior Rendering
https://docs.unrealengine.com/en-US/Resources/Showcases/ArchVisInterior/index.html
https://youtu.be/h0Q6Qzjwis4

>> No.725462
File: 53 KB, 788x482, 1572271205425.jpg [View same] [iqdb] [saucenao] [google]
725462

Thoughts on these two lighting setups?
https://www.youtube.com/watch?v=JdZ1tR4C7Zs
https://www.youtube.com/watch?v=qxkkE5AE1r4
Specifically looking for feedback on Test_01

>> No.725463

How do I do realistic lens flares? Blendlet here

>> No.725464

>>725463
this is not the "stupid questions" thread. at least go and search polycount forums for something this simple

>> No.725465

>>725464
if it was that simple I would have posted in the SQT, idiot. Its an essential part of lightning

>> No.725466

>>725465
lens flare has nothing to do with lighting
it's a post process effect
just look up "convolution lens flare" and you'll find loads of ways to make them

>> No.725468

>>725466
you see lens flares irl, without any lens or camera. Just by walking around after dark outside near some bright lights. Are you denying this? !

>> No.725469 [DELETED] 

>>725468
if you want simulation tier, you will have to use a renderer like Octane and learn to change lens properties, or use maya and vray and look up how to change lens materials.

>> No.725470

>>725468
if you want simulation tier, you will have to use a renderer like Octane and learn to change lens properties, or use maya and vray and look up how to change lens materials.

Either way: Lens flare has nothing to do with this thread because it's not about scene lighting, it's an effect. Your best bet is polycount.com

>> No.725472

>>725468
use photoshop for lens flare, it has very precise placement and diverse, animated parameters...

>> No.725482

>>725468
I'll deny this, yeah.

Unless you wear glasses (lenses) with shitty AR coatings what you're probably seeing is bokeh from lights that your eye's lens isn't focusing on.

Pinhole (lensless) cameras do not observe lens flares or bokeh, incidentally. Both are lens artefacts and have nothing to do with lighting.

>> No.725519

>>725482
i do wear glasses anon!

>> No.725525
File: 508 KB, 1920x1080, 1552954315276.jpg [View same] [iqdb] [saucenao] [google]
725525

OP here, please stop derailing and stay on the topic of LIGHTING

Here's a good resource to begin with:
https://www.khanacademy.org/partner-content/pixar/art-of-lighting

>> No.725526

>>725525
what's the functional difference between rim and kick here?

>> No.725527

>>725526
open the link, watch the video, it's literally explained.

>> No.725529 [DELETED] 

>>725525
>Pixar shit
no thanks

>> No.725531

>>725527
sorry anon, I was only trying to help steer your thread back on topic. I don't quite care enough to slog through a multipart video lesson to hear the explanation.

>> No.725533

>>725531
the videos are literally less than 5 minutes long

>> No.725536 [DELETED] 

>>725533
you're derailing your own thread now m8. I'm not here to argue or prove anything.

>> No.725538

>>725536
at least give me your opinion on: >>725462

>> No.725541

>>725538
I like the contrast in the darker one and the color choice sets a much stronger tone for the piece. It is a little hard to make out what's going on in the first viewing, maybe because there's not enough fill, maybe because the rim lighting is not strong enough. In the second one at around 0:45, I like the visual interest of how the characters move in and out of the light a little bit. In both, the exposure on the sparks felt a bit wrong compared to the rest of the scene.

>> No.725542

>>725541
yeah I was also thinking the dark one needed some more shape definition and some more separation. thanks.

>> No.725544
File: 352 KB, 1920x1080, 1552624677010.jpg [View same] [iqdb] [saucenao] [google]
725544

Here's a good bit of information
In animation (or cinematics), each shot has the lighting catered to it, so you don't have to set up the entire environment (Master lighting) to work with every single shot, because it won't.
https://youtu.be/f5ow3UUJ680

>> No.725545

>>725526
IIRC the rim source is behind the subject, and the kick is between the subject and the camera. So the kick will always give a broader lighted area, while the rim is just noticeable.

>> No.725546

>>725545
kick is from the side, it's a less extreme version of rim light, so it doesn't come from behind the subject, but more from the side, and it's to give the subject more shape definition

>> No.725548

>>725545
>>725546
If I understand correctly then, the general purpose of rim is for separation/silhouette and the purpose of kick is for shape? Maybe the usage in that incredibles shot was a little more subtle, hence my confusion.

>> No.725550

>>725548
>If I understand correctly then, the general purpose of rim is for separation/silhouette and the purpose of kick is for shape?
yes, as an addition to the key light, where most of the shape comes from

>> No.725551

>>725544
saved, another example of how awareness of most basic film practices makes 3D processes work better. This should be obvious, but artists tend to get lost in their model/animation without seeing the final objective output.

>> No.725554

>>725551
That whole series by Pixar is great.

>> No.725555

>>725551
One thing that's curious is how much the film lighting techniques has influenced non-film artwork. These days you see it not only in the 3D animation industry, but also 2D animation and concept artwork. Did these techniques exist prior to their prevalent usage in film? Maybe they arose in theatre?

>> No.725556

>>725555
>id these techniques exist prior to their prevalent usage in film? Maybe they arose in theatre?
yes, in photography

>> No.725974
File: 98 KB, 777x517, Screenshot_4.jpg [View same] [iqdb] [saucenao] [google]
725974

Can somebody explain the lighting setup here? It seems like there are multiple light sources both from left/front and right, but I thought that's a big no no, because you can't have 2 suns?

I'm having a pretty tough time getting anywhere close to these results when I light the scene, is choosing the right HDRI and intensity never enough?

>> No.725975

>>725974
>is choosing the right HDRI and intensity never enough?
no, you can't just put all your faith into an HDRI, you have to actually light things the way you want or need. you can also light objects individually if you don't want a certain light to affect anything else.

>> No.725976

>>725974
also there's clearly only a single sun in that scene

>> No.725979

>>725976
So, where exactly is it? I'm consfused by the tree shadow on the right, while it seems the sun is to the left.

How do you think this scene is set up? HDRI + sun, or something more than that? For exteriors, I always see only those 2 things (or sometimes just HDRI) mentioned in the articles, not counting interior lights here.

>> No.725980

>>725979
+ please share some articles, videos etc. if you can, because I always see people in tutorials do those basic HDRI imports and aligning the additional sun with the sun in the HDRI, and that's it.

>> No.725988

>>725979
what makes you say the sun is on the left? The shadows on the inner walls suggest it is on the right.

>>725980
This seems to be exactly the setup used by your image.