Lighting and Shading for Film Production [CGMA, Frederic Durand]
- Publisher
- CGMA
- Product Type
- Video Course
- Author
- Frederic Durand
- Language
- English, English Subtitles
- Duration
- 13:47
- Release date
- Jan 1, 2024
- Skill level
- 2.00 star(s)
- Project Files
- Yes
- Product Price
- $599
Week-by-Week Breakdown:
Week 1: Introduction and General Lighting and Shading- Overview of Arnold for Maya and its competitors
- Integration with Maya and using the Arnold render view
- Simple scene lighting and shading demonstrations
- Understanding direct and indirect illumination (Global Illumination)
- Overview of materials and linear workflow
- Rendering settings, including 32-bit EXR single and multi-channel outputs
- Camera and render settings, including aspect ratios
- Concepts of color management and linear workflow
- Pixel depth: 32-bit vs. 8-bit
- Render etiquette and naming conventions
- Working with EXR multi-channels, layers, and AOVs
- Compositing layers and AOVs in Photoshop
- Theories of light quality: large vs. small lights
- Soft and hard lighting distinctions
- Natural lighting sources: sun and directional light, sky and Skydome
- Artificial lighting techniques: spotlights, gobos, and photometric lighting
- Exploring light emission and self-illumination
- Area lights and outdoor illumination techniques
- Light linking and indoor illumination strategies
- The three-point lighting technique: key light, fill light, and rim light
- Per-light rendering and compositing methods
- Fundamentals of shading
- Constructing AiStandardSurface materials
- Understanding diffuse components, reflections, and specular highlights
- Surface alterations: bump, normals, and displacement maps
- Exploring opacity, transparency, refractions, and caustics
- Emitting light materials, translucence, and sub-surface scattering
- Mixing materials using blend and additive modes
- Creating models with quality subdivisions
- Techniques for ambient occlusion and curvature
- Working with mattes and material IDs
- Introduction to Nuke compositing and “pre-light” rendering
- Beauty deconstruction and reconstruction in Nuke
- Utilizing mattes and stencil masks, along with depth of field strategies for both 3D and 2D
- Addressing typical premultiplication issues and using cinematic look-up tables with Arnold and Nuke