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Character<br />
Volumetric lighting<br />
Refining the scenery and lighting<br />
The lighting was done to highlight the curves of the<br />
09 character and to make the scene more fanciful. For this<br />
a key light interacts with the ambient light that falls on the trees<br />
along with the butterflies. The key light is set to let the strongest<br />
points of light mark the silhouette of the character. The sidelights<br />
give more depth to the skin tones and the clothing. Colour and light<br />
are two powerful tools that help enhance the mood of a scene that<br />
has been established by the composition, camera angles and<br />
characters. Firstly you see the result of light being reflected from<br />
a surface up to the eyes. The colour is a quality of light taken from<br />
a surface, based on the frequency range.<br />
To generate the<br />
10 lighting three<br />
Photometria lights were used:<br />
the key light, front light and side<br />
light. These provided the<br />
ambience for the scene. Each<br />
light colour was set to match<br />
the colour palette of the scene.<br />
The lights had an important<br />
function because in nature,<br />
light flows, revealing and<br />
concealing areas. The light<br />
shines, reflects, refracts, reacts<br />
and diffuses into the air. The<br />
light is warm or cold, high or<br />
low, near or far, bright or dark,<br />
strong or mild. In the digital<br />
world lighting is a matter of<br />
calculation. Normal alignment,<br />
G-buffers and Z-buffers<br />
determine the display of light.<br />
Where the calculation misses<br />
the mark, the <strong>art</strong>ist has to<br />
compensate and correct. The<br />
temperature of light is a<br />
technical aspect that can affect<br />
the emotion of your scene.<br />
Essentially the temperature of<br />
light is a physical aspect of the<br />
light source which affects the<br />
colour of the light. However, it<br />
is not the same as using colour<br />
filters on lights to create colour.<br />
1 hour<br />
render time<br />
Resolution:<br />
1,800 x 1,013<br />
The character’s shader was made with the SSS Fast<br />
11 Skin in Mental Ray. The skin needed to have the exact<br />
brightness to make<br />
it both realistic and<br />
fanciful, then working<br />
with lighting shader<br />
to achieve that result.<br />
Maps were used to<br />
work together to result<br />
in uniformity between<br />
the dermis, epidermis<br />
and subcutis skin layers<br />
and the specular and<br />
reflection aspects.<br />
The backdrop was all done in 3D. The vegetation<br />
12 was created in <strong>3d</strong>s Max and rendered with Mental Ray.<br />
Once completed the background image was placed in the<br />
composition. The layer was designed to merge with a colour<br />
palette to create a more pleasant scene in accordance with the<br />
skin tones of the fairy. Making the character was the highlight<br />
of the scene.<br />
The lighting plan<br />
The greatest difficulty in creating the image was deciding<br />
which technique would be better for the hair. The textures<br />
were made and painted in Photoshop with an extra touch<br />
in BodyPaint. The lighting was done with a keylight and<br />
side lights, with the toning following the colour palette.<br />
The best option for this was to use Photometria lights<br />
before rendering the scene with Mental Ray.<br />
To create the final<br />
13 image I separated<br />
z-depth maps for depth and<br />
occlusion maps to define<br />
shadows and contacts were<br />
rendered. These were then<br />
composited in Photoshop. The<br />
fairy character was actually<br />
rendered separately and then<br />
the two images were<br />
combined with a colour map<br />
being used to match the<br />
ambience between the two.<br />
107