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Lighting and Shading for Film Production [CGMA, Frederic Durand, Group-Buy]

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Release date:2024

Author:Frederic Durand

Skill level:Beginner

Language:English

Exercise files:Yes

This course provides an in-depth exploration of lighting, shading, and rendering techniques using Arnold for Maya, tailored specifically for feature film production. Students will begin by setting up a basic lighting scene and will learn about Direct vs. Indirect Illumination, various light types, and their applications. The curriculum covers advanced transmissive materials, including refraction, caustics, sub-surface scattering, and material mixing. Students will also practice compositing various elements, reconstructing lighting and shading in Nuke, and developing effective rendering strategies.

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

Week 2: Rendering Procedures

  • 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

Week 3: Light Sources Typology Part 1

  • 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

Week 4: Light Sources Typology Part 2 and Designations

  • 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

Week 5: Material Descriptions and Surfacing

  • 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

Week 6: Rendering and Compositing

  • 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
You can find more details by following this link.
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