compensating for the failures, flaws, and limitations inherent in your hardware or software. Almost
every physical effect discussed in this book, from indirect light bouncing off walls to the translucency
in human skin, can be simulated through careful texturing, lighting, and compositing, even when your
software doesn’t fully or automatically simulate everything for you. When someone sees the picture or
animation that you have lit, they want to see a complete, believable picture, not hear excuses about
which program you used.
Enhancing Shaders and Effects
Frequently in 3D graphics you find it necessary to add lights to a scene to help communicate the
identity of different surfaces and materials. For example, you may create a light that adds highlights to
a character’s eyes to make them look wetter, or puts a glint of light onto an aluminum can to make it
look more metallic. Many effects that, in theory, you could create exclusively by developing and
adjusting surfaces and textures on 3D objects are often helped along during production by careful
lighting you design to bring out the surface’s best attributes. No matter how carefully developed and
tested the shaders on a surface were before you started to light, it’s ultimately your job to make sure
all that is supposed to be gold actually glitters.
Effects elements such as water, smoke, and clouds often require special dedicated lights. The effects
department will create the water droplets falling from the sky on a rainy night, but it’s your job as a
lighting artist to add specular lights or rim lights to make the drops visible. Effects such as explosions
are supposed to be light sources, so you need to add lights to create an orange glow on the
surrounding area when there’s an explosion.
Maintaining Continuity
When you work on longer projects such as feature films, many people are involved in lighting
different shots. Even though the lighting is the work of multiple artists, you need to make sure that
every shot cuts together to maintain a seamless experience for the audience. Chapter 12 discusses
strategies that groups of lighters use to maintain continuity, including sharing lighting rigs for sets and
characters, duplicating lighting from key shots to other shots in a sequence, and reviewing shots in
context within their sequence to make sure the lighting matches.
In visual effects, continuity becomes a more complex problem, because you need to integrate your 3D
graphics with live-action plates. During a day of shooting, the sun may move behind a cloud while
one shot is filmed, and it may be brighter outside when another shot is filmed. Although integrating a
creature or spaceship with the lighting from the background plate may be the key to making your shot
believable, the continuity of the sequence as a whole is just as high a priority, and sometimes you
need to adjust your shot’s lighting to match the lighting in adjacent shots as well.
Directing the Viewer’s Eye
In a well-lit scene, your lighting should draw the viewer’s eye to areas that are important to the story,
animation, or key parts of the shot. Chapter 7 will cover more about how composition and staging
work and what makes a part of the frame attract the viewer’s eye or command attention.
Besides making the intended center of interest visible, good lighting avoids distracting the audience
with anything else. When you are viewing an animated film, the moment something unintended catches
your eye—whether it’s a strange flicker or artifact, a highlight where it doesn’t belong, or a shadow
that cuts across a character—your eye has been pulled away from the action and, worse than that,