We know that you have LightWave training alternatives to the Washburn
Workshops taught by Bob Anderson so we provide you with the topics covered
in this two-day class so you know what you are learning when you commit
the time and money required for these classes. Class runs from 9:00 a.m.
to 6:00 p.m. with optional evening lab practice time from 8:00 p.m. to
10:00 p.m. You are strongly encouraged to bring a list of questions or
mini-projects to evening lab practice time. If you have taken
LightWave 3D Essentials from Bob, you
should be ready for all the skills covered in this class. All students
receive a 90 minute instructional videotape on Lighting and Camera
Techniques by Bob Anderson.
Topics covered include but are not limited to:
- Lights Panel
- Add LightAmbient Light
- Ambient Color
- Light Intensity
- Envelopes
- Add Light
- Rename Light
- Clone Light
- Light Color
- Lens Flares
- Light Types
- Distant Light
- Point Light
- Spot Light
- Linear Light
- Area Light
- Intensity Falloff
- Maximum Distance
- Spot Light Features
- Cone Angle
- Soft Edge Angle
- Projection Image
- Shadows
- Ray Tracing
- Shadow Maps
- Shadow Map Size
- Shadow Fuzziness
- Use Cone Angle
- Shadow Map Angle
- Lens Flare Options
- Connection Between Light Intensity and Lens Flare Intensity
- Flare Intensity
- Fade Options
- Fade Off Screen
- Fade Behind Objects
- Fade In Fog
- Fade With Distance
- Flare Dissolve
- Central Glow
- Setting color of Central Glow
- Red Outer Glow
- Central Ring
- Central Ring Color
- Ring Size
- Glow Behind Objects
- Anamorphic Distortion
- Star Filter
- Star Filter Types
- Rotation Angle
- Off Screen Streaks
- Anamorphic Streaks
- Random Streaks
- Streak Intensity
- Streak Density
- Streak Sharpness
- Lens Reflections
- 3 Point Lighting
- Key Light
- Fill Light
- Back Light
- Bounce Light
- Radiant Light
- Gobos
- Projected Images
- Object
- Linnenbach Lantern
- Volumetrics
- Faking the Appearance of Volumetric Lights
- Grid Falloff Thing
- Logo Trails Trick
- Steamer
Practicals:
A practical is an object from within your scene which is self luminous
but doesn't add considerably to the overall lighting scheme of the scene.
Examples of these might be a candle, exit sign, stars as seen from a
distance
- Police Light, old style and new
- Candle Light, camp fire (cave fire)
Real World Light Types
- Flood
- Cyc Floods
- Strip Lights
- Leko (profile spot)
- Follow Spot
- Fresnel
- Fresnel Lens was invented for use in lighthouses. Augustin Jean
Frensel designed it by slicing the thickness of the lens, and
stacking the slices, reducing the weight and bulk of the lens.
- Ellipsoidal
- Leko, or klieglight
- Typically has a shutter or iris
- Can use a gobo
- Can be focused as a spot or a flood
- Reflector spot
- The only real control on these lamps is adjustment of the
bulb in front of, in, or behind the center of the reflector
- Par Lamp
- PC Spot
- Prism Convex Lens - has highly frosted lens, high output, same
use as a Par
- Varilights
Functions of Lighting
- Make objects clearly visible to audience
- Give objects subtle dramatic appearance, as fitting with the mood or
setting to complement the objects and surroundings
"The audience unconsciously tries to orient itself with relation
to the picture, and tends to accept the lighting in terms of natural or
unnatural. Lighting can be abstract or stylized or simulate natural light
settings. Lighting can be used to convey a sense of time and place. Convey
the time of day, and/or season. Can bring a sense of beauty and nature in
from outside the picture area. "
Position of subject matter and setting all play a part in the overall
composition of the image.
For each light ask:
- Where is the light located (light angle)?
- How intense is the light?
- What color is the light?
- What type of light (form)?
Light Location
- How does the angle effect how the object can be seen and how does it
affect the mood/atmosphere?
- How can the light angle be justified with a real world analogy (i.e.
sunlight, electric light, etc.)?
- Front Light
- Not very interesting, but does show overall shape of the object
(flat lighting)
- Side Light
- Too dramatic for general use, but interesting
- Back Light
- Doesn't show the object face at all
- Offset Front Light
- Good angle, as it reveals more detail than front light
- Offset Back Light
- Often more interesting than back light, although still doesn't
reveal much object detail
- Top Light
- Too steep to light object well
- Raised Front Light
- As with the Offset Front Light, this is a good location, and
reveals good detail on the object
- Lowered Front Light
- The most unnatural angle, used to create strange and dramatic
lighting
Three Point Lighting
- 45 degrees off center, 45 degrees above "face level" is a
good starting point as it is straight-on enough to light subject well
but off axis enough to reveal some detail
- Same height but on other side to fill in the shadows and ensure
entire front of object is covered
- Same height, but directly behind object. Back light alone creates a
dramatic effect, but when combined with the others, it separates the
object from the background, bringing a more 3 dimensional look to the
object
Light Levels
By making one of the lights brighter than the others, you can add a
dramatic element to the scene as the brighter side might imply sun, or
moon light, or light passing in through a window.
Camera Panel
- Resolution and Rendering Controls
- Basic Resolution
- Custom Size
- Limited Region
- Pixel Aspect
- Segment Memory
- Must be set to differing amounts to achieve the same result
when resolution is changed
- Antiailiasing
- Adaptive Sampling
- Sampling Threshold
- Soft Filter
- Advanced Antiailiasing
- Camera Controls
- Zoom Factor
- Zoom
- Focal Length
- F.O.V. Controls
- Film Size controls
- Field Rendering
- Reverse Fields/Field Dominance
- Motion Blur
- Connection to Antiailiasing
- Blur Length
- Particle Blur
- Dithered Motion Blur
- Depth of Field
- Focal Distance
- Lens F-Stop
Please remember that Cinematic Lighting & Camera Techniques is a
two-day workshop with two hours of optional evening lab practice time each
evening and eight hours of hands-on instruction each day. Please make sure
you are confident in your skills at the LightWave
3D Essentials level before attempting this intensive workshop.
Registration
Information
Return to NewTek Authorized Training Home Page
Return to
Computer Training Page
Return to Continuing
Education Home Page