Stylistic lighting is the opposite of naturalistic lighting. Hence, stylistic lighting does not have to follow the conventions or constraints of the real world. Nevertheless, stylistic lighting, like all lighting, should have specific goals.
This chapter includes the following critical information:
Thus far, we’ve lit scenes that match real-world locations or otherwise follow real-world lighting conventions. In contrast, creating stylized lighting frees you from those bounds. Nevertheless, it’s important to plan out the lighting. As such, you can break the goals of stylized lighting into one or more of the following categories:
As discussed in earlier chapters, lighting can inspire specific moods. For example, lighting used for horror, science-fiction, and fantasy projects often uses unusual light placement, low-key lighting, and unnatural colors to create a sense of dread and foreboding (Figures 7.1 and 7.2).
Mood can also apply to the characters themselves. For example, you can communicate a character’s mental state with the non-realistic placement of lights and shadows (Figures 7.3 and 7.4).
“Searchers after horror haunt strange, far places.” —H. P. Lovecraft
You can use lighting to copy the unique style of another art form. For example, you can light a scene to mimic a particular school of art, the bold simplicity of illustration, or the colorful nature of abstract painting (Figure 7.5, 7.6, and 7.7)
Stylized lighting is sometimes applied to create an aesthetic that has simply not been seen before. In addition, the aesthetic might serve the dual function of creating unique art and supplying symbolism to the story. This might involve the application of unusual colors in a more traditional lighting context (Figures 7.8 and 7.9).
3D animated films and video games, by their very nature, are fantastic. Nevertheless, they are often lit in a conventional way that follows the general rules of real-world lighting (Figure 7.10). Nevertheless, it’s possible to exaggerate the lighting so that it appears stylistic (Figure 7.11).
Stylized lighting can help establish a storyline that is out of sync with the main plot. For example, you might use stylized lighting for flashbacks or flash forwards. You can also use the lighting to indicate parallel worlds, such as those represented by dream sequences (Figure 7.12 and 7.13) or unearthly locations (alien planets, heaven, hell, and so on).
We can return to scenes featured elsewhere in this book and replace the lighting so that it becomes more stylistic. For example, in Figure 7.14, the house model first featured in Chapter 4 is re-lit. The background sky plane is removed, revealing empty black behind the house. This creates the illusion of night time. Instead of using a directional light to emulate moon light, two spotlights are added with a purple color and a narrow cone angle. One spot is aimed at the back corner of the pool and one is aimed at the side wall at the right side of the frame (Figure 7.15). The purple light helps define the roof edge and back corner of the pool but does little else. The key light comes in the form of a red point light added to the interior of the house. The point light uses linear light decay. All of the lights produce soft shadows. The shape of the pool is mainly established by the reflection of the red interior.
With this example, the lighting does not match lighting you would normally see at such a location. However, the lighting does define the location in such a way that you can quickly identify it as a modern building with a pool. The unusual colors can help inspire moods such as anxiety and dread, or a sense of caution or danger.
“Style is a simple way of saying complicated things.” —Jean Cocteau
As a second example, the girl model first seen in Chapter 4 is re-lit (Figure 7.16). Three directional lights are placed to the left, right, and above with equal intensity, a lack of shadows, and saturated orange color (Figure 7.17). A spot light with a narrow cone is aimed at the face with a green color. Two point lights with quadratic decay and red color have been placed close to the eyes. It’s hard to imagine a real-world lighting situation that matches this particular lighting set-up. However, the lighting might be useful for communicating the character’s emotional state or indicating a story point. Perhaps the character has been hypnotized, possessed by a spirit, or is actually an alien in disguise. Similar lighting may also be useful for indicating a dream sequence or a daydream.
As a third stylistic example, lighting painting is emulated (Figure 7.18 and 7.19). Light painting, as seen as the opening illustration in this chapter, captures light streaks through long exposures with real-world cameras. There are several ways you can emulate light painting in a 3D program, including:
Figure 7.18 utilizes the third method—fast moving particles assigned to an incandescent and glowing shader. Many programs allow you to artificially lengthen the motion blur trail for each frame or choose an extended virtual shutter length. (Normally, the blur length is based on the distance an object moves over one frame as restricted by the duration the virtual shutter is open for that frame.) With this example, the Arnold renderer was used. Arnold supports 3D motion blur, which is able to determine accurate particle positions along each motion blur streak. Hence, the motion blur streaks form curves. 2D motion blur, by comparison, is only able to create linear streaks regardless of their length.
“The style depends on the subject.” —Mohsen Makhmalbaf
Motion blur is a streaking of a moving object when the object is exposed for one frame of a video or for a single photo. The faster an object moves, the longer the streak appears. 3D programs usually offer motion blur as a render option. The blur is calculated during the initial render or is added as a post-process effect. A post-process effect is added after the initial render and is generally created as a 2D compositing step. For example, a post-process motion blur is created by adding a Gaussian-blurred version of the initial render on top of the moving object. Although motion blur is not intrinsically a part of lighting, it is an important component that adds realism to a 3D render.
Other post-process effects include depth-of-field and glow. Depth-of-field emulates circles of confusion where areas of a real-world photo or video lack focus and appear blurry. Glow is a form of halation where light is diffusely reflected off the internal mechanism of a lens or camera. Glow also occurs when light diffusely reflects off participating media, such as fog or smoke. Much like motion blur, depth-of-field and glow can lend realism to a 3D render.
“The substance of painting is light.” —Andre Derain