Slcc11 buscaylet


Published on

(C) 2011 Stefan Buscaylet
SLCC 2011
Maximizing Virtual Photography Impact Through Lighting Techniques

1 Comment
  • see me present it live...
    Are you sure you want to  Yes  No
    Your message goes here
No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide

Slcc11 buscaylet

  1. Maximizing Virtual Photography Impact Through Lighting Techniques Stefan Buscaylet [email_address]
  2. Disclaimer & Credits Its impossible to credit all the amazing work of all the content creators used in this presentation. However, as is convention in real life, I am doing my best to credit the photographers and models. Photo credits: Corinne Helendale, Skip Staheli, Aspen Huntress, Ozz Larsson, Stefan Buscaylet of copyrighted material, used with permission. Model credits, Shyayn Lusch. Corinne Helendale, Emma Altstatter, Ozz Larsson, Troy Joseppe, AriaLee Miles, Imani Enzo, Colleen Criss I do my best to be accurate, but I’m sure I’ve missed something. Please let me know at I do not represent anyone but myself including Linden Labs or my employer. LumiPro for Second Life is a trademark of Stefan Buscaylet with patent applications pending. Slide Desk © 2011 Stefan Buscaylet
  3. Say Hi To Stefan <ul><li>Real life </li></ul><ul><ul><li>48 Year old father and grandfather </li></ul></ul><ul><ul><li>Principal engineer by job title and computer architect by trade </li></ul></ul><ul><ul><li>One of the principal inventors of flash memory with 40+ patents </li></ul></ul><ul><ul><li>Amateur photographer </li></ul></ul><ul><li>Second Life </li></ul><ul><ul><li>3 years+ on Second Life </li></ul></ul><ul><ul><li>SLCC ‘09 and now ’11 </li></ul></ul><ul><ul><li>Amateur photographer, Flickritte and tutor </li></ul></ul><ul><ul><li>Builder/scripter – Inventor of LumiPro </li></ul></ul>
  4. <ul><li>A Photographers Job: </li></ul><ul><ul><li>Capture the viewers attention </li></ul></ul><ul><ul><li>Control their eye </li></ul></ul><ul><ul><li>Elicit the desired emotional response </li></ul></ul><ul><li>And make them go “ohhh ahhh” </li></ul><ul><li>Make fellow photographers/artist go “ohhh ahh” isn’t a bad thing either </li></ul><ul><ul><li>Sometimes for different technical reasons </li></ul></ul>
  5. Things The Human Eye Seems To Value In A Photo <ul><li>Gradients of light help define depth </li></ul><ul><ul><li>Directional lights, shadows, depth of field help define position in the space </li></ul></ul><ul><li>Viewers seem to have more synapses fire when other rules of composition are followed </li></ul><ul><ul><li>Rule of thirds and other design angles </li></ul></ul><ul><ul><li>Lighting that draws the eye to interesting places </li></ul></ul><ul><ul><li>Separating the subject from the scene </li></ul></ul>
  6. <ul><li>Why? </li></ul><ul><ul><li>To help focus the “minds eye” of the picture to your subject and not be distracted by the background </li></ul></ul>Separating Subject From Scene <ul><li>Techniques </li></ul><ul><ul><li>Difference in illumination of subject to scene </li></ul></ul><ul><ul><li>Shadows </li></ul></ul><ul><ul><li>Depth of field </li></ul></ul><ul><ul><li>Composition </li></ul></ul>
  7. <ul><li>OpenGL </li></ul><ul><ul><li>The open standard for graphics processing </li></ul></ul><ul><ul><li>Drivers for Windows, Apple Mac, Linux, others </li></ul></ul><ul><ul><li>Invented by SGI back in 1980s </li></ul></ul><ul><ul><li>Competes with DirectX from Microsoft </li></ul></ul><ul><li>Capabilities interesting in virtual photography </li></ul><ul><ul><li>Lots and lots of vertices! Prim in Buildings, furniture, sculpted prim, and of course avatars </li></ul></ul><ul><ul><li>Lighting gradients and shadows </li></ul></ul><ul><ul><li>Projected lighting (flash light vs lamp shade) </li></ul></ul><ul><ul><li>Texture projection (more later) </li></ul></ul>
  8. SL with OpenGL <ul><li>OpenGL is used for all Second Life viewers </li></ul><ul><li>Prims can be enabled as light sources </li></ul><ul><li>V1 viewers have 8 light restriction </li></ul><ul><ul><li>Ambient, </li></ul></ul><ul><ul><li>Sun/Moon, </li></ul></ul><ul><ul><li>6 in world </li></ul></ul><ul><li>V2 viewers </li></ul><ul><ul><li>Unlimited point lights </li></ul></ul><ul><ul><li>Sun/moon+2 projector prims </li></ul></ul><ul><ul><li>Camera optics (DOF) </li></ul></ul><ul><li>Unlike RL </li></ul><ul><ul><li>Point lights have a diameter and “fall off” </li></ul></ul><ul><ul><li>“ bounce” lighting tricks don’t work </li></ul></ul>
  9. Lets Talk Portrait Lighting <ul><li>Key Rule: Shoot clean, Photoshop less! </li></ul><ul><ul><li>Green screen (eww!) </li></ul></ul><ul><ul><li>Flat daylight lighting and then paint shadows in Photoshop </li></ul></ul><ul><li>Learning how to shoot clean keeps you in front of your camera more and less in post shoot workflows </li></ul><ul><li>Do things post shoot that Second Life can’t do </li></ul>
  10. Basic Portrait Light: Butterfly <ul><li>Light is straight to the face of the model </li></ul><ul><li>The strobe mounted direct on the camera only gives this flat face lighting </li></ul><ul><li>To avoid being “flat” raise the light to cast a “butterfly” </li></ul><ul><li>Called butterfly because of the shadow cast below the nose </li></ul>
  11. Basic Portrait Light: Loop and Rembrandt <ul><li>Primary light offset from the subject </li></ul><ul><ul><li>Typically 30-90% </li></ul></ul><ul><ul><li>Equal left/right lighting sometimes called “Split” lighting </li></ul></ul><ul><li>“ Rembrandt” lighting is when its high and offset </li></ul><ul><li>An accent light can also be used opposite as shown </li></ul>Butterfly Rembrandt with accent
  12. Rembrandt With Prim <ul><li>The three prim used attached to the model to light these scene are shown. Red is primary light, green is accent light, blue is keeping her outfit lit, </li></ul>
  13. Basic Portrait Lighting: Rim <ul><li>The idea here is to light from behind to accent the outline of the model </li></ul><ul><li>One, two, or more lights can be used </li></ul>
  14. Basic Portrait Lighting: Bringing It All Together <ul><li>Lighting at different positions relative to the model gives different effects </li></ul>Butterfly Loop/ Rembrandt Split Rim
  15. Regardless of camera position, the lighting style is fixed against the model Camera 45 deg to model 90 deg 135 deg
  16. LumiPro <ul><li>LumiPro is a HUD I made for myself and later productized </li></ul><ul><li>It is correct to fundamental principals </li></ul><ul><ul><li>3 lights (main, accent, body lighting) per model allows full control of two models on V1 </li></ul></ul><ul><ul><li>Lights associate with the model </li></ul></ul><ul><li>Controls up to 4 models </li></ul><ul><li>Animation control </li></ul><ul><li>Works in all sims. No rez </li></ul><ul><li>Version 3 introduced today at SLCC </li></ul><ul><ul><li>Controlled lighting gels </li></ul></ul><ul><ul><li>Gazer </li></ul></ul><ul><ul><li>Poses and catalog of poses </li></ul></ul><ul><ul><li>Zero script sim support </li></ul></ul>
  17. LumiPro Video
  18. LumiPro Video – Tuning the Lighting
  19. Advanced Technical Topics <ul><li>Environmental lighting limits </li></ul><ul><li>Projectors </li></ul><ul><li>Camera simulation </li></ul><ul><ul><li>f/ stops </li></ul></ul><ul><ul><li>Focal length </li></ul></ul>
  20. Environmental Lightings – Viewer1 <ul><li>6 lights + sun + ambient </li></ul><ul><li>The advanced “Windlight” menu </li></ul><ul><ul><li>Ambient lighting </li></ul></ul><ul><ul><li>Sun light and position </li></ul></ul><ul><ul><li>Cloud glow </li></ul></ul><ul><ul><li>Star brightness </li></ul></ul><ul><li>Scene gamma </li></ul>In Phoenix: advanced->rendering->info display lights
  21. Environmental Lightings – Viewer 1 Only 6 lights. Too many environmental lights.
  22. Viewer 2 – Infinite Point Lights!
  23. <ul><li>SL lighting changed in a big way with the June ‘11 Viewer2 release </li></ul><ul><li>From the release notes: </li></ul><ul><ul><li>Real-Time Lighting and Shadows - With this release, we introduce dynamic lighting for multiple local lighting sources, as well as high quality real-time shadows from the sun or moon. This feature offers full dynamic lighting for an infinite number of local light sources. Please note that this feature requires OpenGL 3.0 capable hardware </li></ul></ul><ul><li>Simulated camera optics for depth of field </li></ul><ul><li>Great link: </li></ul><ul><li>-=-add slide numbers </li></ul>Viewer 2 Improvements
  24. <ul><li>One tool I found: </li></ul>Is my graphics card up for it? OpenGL 3.0 or better
  25. Projector Prim Video Demonstration <ul><li>A projector is a light source that casts a directional, textured light similar to that of a slide projector </li></ul><ul><li>Point lights (like in LumiPro) do not cast shadows </li></ul><ul><li>2 projectors plus sun/moon </li></ul><ul><li>Color, intensity, radius, falloff remain. Plus 3 more </li></ul><ul><ul><li>Field of View (FOV) </li></ul></ul><ul><ul><li>Focus </li></ul></ul><ul><ul><li>Ambience </li></ul></ul>
  26. Projector Prim Textures <ul><li>Projectors can cast textures </li></ul><ul><li>In the real world we call these “GOBOs” </li></ul>Credit click here Shoot notes: RL pic taken b/w and made into projector prim LumiPro lights casting orange glow. 15 minutes from concept to shoot
  27. Projector Prim Textures Credit click here Notice shadow cast and image projected on model
  28. Another Projector Example Gobo created quickly in Photoshop and loaded as texture on projection prim.
  29. Camera Optics! <ul><li>Depth of field (DOF) is a RL concept </li></ul><ul><li>The “iris” of the lens in a real word camera affects ability to focus across various distances </li></ul>
  30. Camera Modeling <ul><li>SL now makes a great RL camera simulator. You can learn much about f/stop and focal lengths with quick feedback. </li></ul><ul><li>Stefan’s RL portrait lens: Sigma 24mm f/1.8 </li></ul>
  31. DOF Video Demonstration – Lets Simulate Stefan’s Portrait Lens
  32. Wrap It Up <ul><li>Lighting and shadows give the viewer’s eye a chance to build a 3D model in their head of what is represented in 2D </li></ul><ul><li>Basic portrait lighting </li></ul><ul><ul><li>Butterfly </li></ul></ul><ul><ul><li>Rembrandt </li></ul></ul><ul><ul><li>Rim </li></ul></ul><ul><ul><li>Loop/Split </li></ul></ul><ul><li>Portrait lighting needs to be associated with the subject, not on the environment </li></ul>
  33. Wrap It Up <ul><li>Separate the subject from the background through lighting and camera optics helps direct the viewer’s emotional response </li></ul><ul><ul><li>Model and scene lights </li></ul></ul><ul><ul><li>Depth of field </li></ul></ul><ul><ul><ul><li>f/stop </li></ul></ul></ul><ul><ul><ul><li>Focal length </li></ul></ul></ul>
  34. Wrap It Up <ul><li>Did you go “ohhh ahhhh”?? </li></ul><ul><li>Non lighting topics </li></ul><ul><ul><li>Composition </li></ul></ul><ul><ul><li>Managing the eye position </li></ul></ul><ul><ul><li>Capturing motion </li></ul></ul><ul><ul><li>Post shoot editing </li></ul></ul>
  35. Want To Know More? <ul><li>Visual Arts Composition from Wikipedia </li></ul><ul><li>Rule of thirds from Wikipedia </li></ul><ul><li>David Ziser “Captured by Light” book and seminars (RL) </li></ul><ul><li>Stefan’s Portfolio Website (RL/SL) </li></ul><ul><li>Stefan’s Blog on LumiPro </li></ul>
  36. Want A Free L3? <ul><li>Email me your feedback on the class before 8/20! </li></ul>
  37. Thank you!! (and turn off those nuclear face lights!)