fig7_133_1

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:

Ways in which stylistic lighting can generate moods or create unconventional looks
Stylized 3D lighting examples

Stylized Planning

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:

Generating a mood
Creating a tribute to other art forms
Creating a visually unconventional look
Establishing a parallel world or timeline

Generating a Mood

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).

fig7_1
Figure 7.1 Detail of frame from the motion picture Psycho (1960). Silhouette lighting increases the tension by disguising the assailant. Although the lighting appears accurate with a wall sconce in the background serving as a key light, the character is intentionally underexposed with little fill light arriving from the front.

© 1960 Shamely Productions / Paramount Pictures.

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

fig7_2
Figure 7.2 Screen snapshot from the video game Resident Evil 2 (1998). An overhead light on a bus serves as the key light with little, if any, fill light. Although the lighting is equivalent to the same real-world location, and hence naturalistic, the unattractive positioning of the key and low-key lighting supports the stylized horror theme.

© 1998 Capcom.

fig7_3
Figure 7.3 Detail of frame from the motion picture Female Convict Scorpion: Jailhouse 41 (1972). A yellow-red back light bears little relationship to the blue background; however, the light communicates a sense of pent-up anger and rage for the character.

© 1972 Toei Company.

fig7_4
Figure 7.4 Detail of frame from the motion picture Bram Stoker’s Dracula (1992). The shadow belonging to Dracula (in red) moves under its own power, revealing the character’s true intent.

© 1992 American Zoetrope, Columbia Pictures Corporation.

Creating a Tribute to Other Art Forms

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)

fig7_5
Figure 7.5 Detail of frame from the motion picture The Cabinet of Dr. Caligari (1920). The movie follows the artistic precepts of the German Expressionist movement (early 20th Century), which often included high contrast and exaggerated, sharp angles within the art. The film designers painted angular shadows on the set.

© 1920: Deda-Bioscop AG.

fig7_6
Figure 7.6 Detail of frame from the motion picture Sin City (2005). The movie replicates the ink drawings of a graphic novel. Rim lights are extensively used to define actors. Some elements are made unnaturally incandescent, such as the man’s glasses and shirt stripe. The film was shot on a green screen set and was heavily altered in post-production to create the unique look.

© 2005 Dimension Films.

fig7_7
Figure 7.7 Detail of frame from the motion picture What Dreams May Come (1998). A character is placed within a virtual painting by heavily manipulating the frames with 3D animation and 2D compositing. Despite the extensive manipulation, the live-action lighting was matched to the particular painting the character was placed within.

© 1998 Polygram Filmed Entertainment.

Creating a Visually Unconventional Look

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).

fig7_8
Figure 7.8 Detail of frame from the motion picture Paris, Texas (1984). Light from a parking deck flood light is left a saturated green. Throughout the film, particular colors are associated with various characters. Although an actual flood light has a non-white color wavelength, human vision adjusts to the light present and will not see such saturated colors. To achieve similar lighting with a real-world shoot, you can tint the light with a gel, alter the light colors with a camera lens filter, or alter the color timing in post production.

© 1984 Road Movies Filmproduktion / Argos Films.

fig7_9
Figure 7.9 Detail of frame from the motion picture The Neon Demon (2016). A combination of cyan and lavender light fills a bathroom. Note the mismatch between the colors on the actress and sinks and the color of the light exiting the tops of the light fixtures. Considered a unique take on the horror film genre, many non-traditional lighting setups are used throughout the film.

© 2016 Space Rocket Nation / Vendian Entertainment / Bold Films.

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).

fig7_10
Figure 7.10 Screen snapshot from the video game Grand Theft Auto V (2017). The game engine strives to create naturalistic lighting that changes with the virtual time of day. Details include changing sky color, sun color temperature, corresponding shadow quality, bounced light, and atmospheric glows.

© 2016 Rockstar Games.

fig7_11
Figure 7.11 Detail of frame from the motion picture The Lego Batman Movie (2017). Background lights are heavily saturated, giving the scene a magical appearance. Nevertheless, the characters themselves do not suffer from a heavy color bleed.

© 2017 DC Entertainment / LEGO System A/S.

Establishing a Parallel World or Timeline

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).

fig7_12
Figure 7.12 Detail of frame from the motion picture Spellbound (1945). One shot from a dream sequence designed by Salvador Dali includes long shadows that would be unusual in a relatively small real-world interior.

© 1945 Selznick International Pictures.

fig7_13
Figure 7.13 Detail of frame from the motion picture Shutter Island (2010). A dream sequence is indicated by lighting that does not match the location through a strong overhead rim light. In addition, the female character is turned to ash and debris is floated through the air with the aid of digital visual effects.

© 2010 Paramount Pictures.

Stylized 3D Examples

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.

fig7_14
Figure 7.14 The house model is re-lit to create a stylistic look.

“Style is a simple way of saying complicated things.” —Jean Cocteau

fig7_15
Figure 7.15 Approximate positions and angles of the lights.

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.

fig7_16
Figure 7.16 The girl model is re-lit to create a stylistic look.
fig7_17
Figure 7.17 Approximate positions and angles of the lights.

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:

Animate an incandescent object moving through the scene at a high speed. Render with motion blur to capture a long blur streak.
Deform geometry over time so it creates streak-like shapes. Convert to geometry into a mesh light or assign the geometry to shader that supports incandescence or glow.
Use a visual effects system, such as particle simulation, to create movement of myriad objects. Assign the system to a shader that supports incandescence or glow.

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

fig7_18
Figure 7.18 Light painting is emulated in 3D with rapidly moving particles. Motion blur is applied by the renderer with a virtual shutter set to a 12 frame duration. The extra-long duration causes the motion blur streaks to appear exaggerated and are equivalent to the distance each particle moves over 12 frames.
fig7_19
Figure 7.19 Wireframe snapshot of light painting scene. White spheres are particles that move rapidly through the scene in a circular fashion. A point light near the cactus provides light for the geometry.

Original 3D desert and cactus model created by BMF, licensed via Creative Commons Attribution CC0 1.0 Universal (CC0 1.0).

SIDEBAR
Motion Blur and Other Post-process Effects

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

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset