Basic Spotlights and Filming Shadows


https://forum.reallusion.com/Topic178137.aspx
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By warlord720 - 10 Years Ago
This lighting tute answers questions the first lighting tute generated. It covers a little of the same ground as the first one but goes into more detail about generating stronger shadows for filming. Does not use atmospherics or Point lighting... only directional/spotlighting.

Thanks to all for the comments on the previous tutorial and I tried to answer some your questions with this one. :cool:

By The Mythical Dragon - 10 Years Ago
Good tutorial. Thanks for making it.

By seppgirty - 10 Years Ago
Another awesome tutorial Warlord. WE, "I" need more light tutorials. Like blinking lights, attaching headlights, Neon signs.........

Thanks for taking the time to make these. They are very appreciated.
By rchai - 10 Years Ago
Thank you for taking the time to create this tutorial. It really helped!
By mark - 10 Years Ago
Always helpful! Thanks!!! :D
By justaviking - 10 Years Ago
Thank you for the nice tutorial.

Much appreciated.  :cool:

I have a question about the spot light showing through the window...  It lit up the square on the red wall, but it also lit up the wall around the the square too.  Was that acting sort of like ambient light, because of the bright square that was lit up?  If not, can you please clarify what was causing the rest of the wall to light up?  Thanks.

By animagic - 10 Years Ago
Thank you for this tutorial, Warlord. It has inspired me to pay more attention to light and shadows in my upcoming Pinhead movie! :cool:
By DELETED2 - 10 Years Ago
Hi WL, A nice walkthrough for lighting useage. 

I was curious as to why you didn't use a primitive set to 1 sided in order to maintain reflectivity and the walls' inner shadowing (pictures on the wall etc) of the cam-facing wall.

The added bemefits of this are superior lens usage in that we're not compressed into super wide focal lengths like 20m/m but , rather, can shoot long and maintain or even compress perspectives.

As we can see the shadow is useable though we cannot simplistically have a window in that wall even if there is a real window in the actual wall and we replace it with a wall decoy (as here) to simulate the lighting because 1 sided walls with transparentised areas leave messy edges visible from the shooting side of the cam-facing wall and take some degree of "play" to eradicate.

By shooting with a one sided wall system you keep the normal shadows and a normal environment. If I need a wall with a window I use lighting to simulate the window incoming light plane because transparentising leaves chronic edging that alpha cannot remove because that also removes the wall obstruction to light but regardless, it works. 

Proabably an oversight. :)