Project 3 : Lighting

Date Assigned:
Date Due: Thursday, May 6

Reading: Chapters 6 and 7 (Kerlow)
Also Recommended: Pixel Cinematography: A Lighting Approach for Computer Graphics (copies will be left in LA2)


In this assignment you will experiment with character and mood lighting.

This time, you will have a new group to work with. Each person must choose a scene from the previous assignment to light (you may choose a scene made by another group). You can modify these scenes however you want. You will still be checking back with your group and your T.A. for feedback on your progress, but the ultimate success for the assignment is in your hands only.


Getting started

To get used to creating and manipulating lights in Alias, look at Learning Alias, pp. 209-230.


What to do

  1. You will light the scene you chose (and possibly modified) in three different ways:

  2. Light the scene so that the main character stands out. Keep the background lighting as simple as possible. Think of this as "hero lighting." Some standard lights that you might want to use include:

    Key light.
    The brightest light, the main source of illumination for the character. Chosen to make the character look good. Usually comes from the side and above.
    Fill light.
    Fills in the dark areas, softens shadows. Usually a non-specular light.
    Rim light (a.k.a. kicker light).
    Illuminates character from the non-key side. Helps to define shape and contour.
    Bounce light
    Light "reflecting" up from the floor or tabletop. Fills in dark areas on the undersides of the character.

  3. Using the same objects, composition, and camera, light the scene again. This time, try to make everything different: choose a different object to emphasize, and try to convey a different mood, time of day or season. It is critical that you come up with a definite mood or atmosphere that you are trying for. As in the shading assignment, the mashed potatoes defense will not stand.

  4. (Optional) Imitate the style of your favorite fine artist or illustarator. Rembrandt, Matta, Mapplethorpe: anything goes. Get as realistic or as abstract as you want. Try to capture the particular quality which makes that artist's work unique.


What we're looking for

We have different expectations for the results of each part of the assignment.

  1. The first part is just to give you something to light. Focus on achieving an interesting composition and a sense of relationship between and among the objects. Remember to model for your scene; clever use of camera angles and/or background paintings can minimize the need to actually build things like walls and floors. Also remember that you will be using the same composition and camera for all of your images: the only thing you're allowed to change is the lighting. With this in mind, try to make the composition something that can work in several different ways.

  2. The second part is an exercise in character lighting. Play with the color and placement of the lights in your scene to get a feel for the kind of effects that they can have.

  3. The third part is an exercise in the power of lighting as a cinematographic and artistic tool. Think about the interplay of light and shadow, the use of color, the variation of lighting within a scene. Tell a story with a single image.

  4. You have free rein here.


Turn in

Each group member will turn in two or three quality rendered scenes:

  1. hero lighting
  2. mood lighting
  3. art (optional)

Projects will be critiqued in the lab on Thursday. Before class, you should prepare for critique by doing the following:

  1. In /home/cse458/critique/lighting, create a directory for your group. This directory should have a name that hints at the contents of your scene.

  2. Put in this directory your renderings, one for each part of the assignment:

  3. Create a README file with group members and who-did-what info.
  4. Remember, the turnin directory is not your group directory while you are working, copy only the files specified above and nothing else.