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Lighting with three-point and other multipoint lighting rigs

From: Blender Essential Training

Video: Lighting with three-point and other multipoint lighting rigs

Now great lighting is a combination of lighting techniques. You get your Ambient Occlusion, the Radiosity that we saw and then the different kinds of lights. And you combine these lights into what we call rigs or lighting rigs, and they are standard rigs that great light riggers use. The first is the 1 pt light, which is the simplest light to show and is usually what's called a key light, because it's the key light and it provides the light into the scene. This is a great example of what I would call a 1 pt light, because it use only one point of light to light the scene.

Lighting with three-point and other multipoint lighting rigs

Now great lighting is a combination of lighting techniques. You get your Ambient Occlusion, the Radiosity that we saw and then the different kinds of lights. And you combine these lights into what we call rigs or lighting rigs, and they are standard rigs that great light riggers use. The first is the 1 pt light, which is the simplest light to show and is usually what's called a key light, because it's the key light and it provides the light into the scene. This is a great example of what I would call a 1 pt light, because it use only one point of light to light the scene.

This is for example, if we were doing to do our CG character on a stage and he is the stand-up comic, there you go. You would use this kind of a light to provide a direct focus only on the one object that's in the main light. And the other objects or actors that are on the fringe of the light, they won't get the key light, and they won't even be noticed by the audience. So now if we take that concept and we add on two lights, we would use like a hemi-light on either side and this lighting rig provides as you can see, there is one on the left and one on the right pointing directly at the object.

Nothing is pointing directly at the object between the camera and the object itself. So these hemi-lights as you know they don't provide any shadows, so it provides a nice even illumination of the object without any what's called a hot spot. A hot spot is where you could get some burnout and washout from the light. If these two hemi-lights are evenly balanced, they provide a nice even balance lighting. Let me get to the 3pt light, which combines the key light and these two hemis or other kinds of lights in the rig.

In this case, I have what's called the 3pt Standard lighting rig. This rig provides a key light that is parented to the camera, a hemi-light on the side to provide some fill light on the side, and then a sunlight around back shining back on the sphere to provide what's called back lighting. So you have a combination of side fill lighting, key lighting, back fill lighting. So when you render this, you get the kind of lighting situation you would have if the actor or this setting was outside in the sun with the sun on his back shining down with a lot of ambient light in the scene.

Now we can just rotate the sun like that and now the sun is going to be in his face and going to provide more highlight to his face, but it's going to add to the key light. So what you have to do on these multi- point rigs is to balance the lighting. And in this case, I would probably want to crank down the sunlight a little bit to maybe 0.2 and even though it doesn't show much in the preview, it's going to light up the rig quite a bit, and probably knock the key light down to about 0.8, and now I'm not getting a huge burnout area right here.

Now this sphere still does not have a shader on it, there is still no real big shading going on. So we have used all the default settings, there is still a lot of tweaking you can do when we get into the actual shader itself. For the material this is just setting up basic lighting. If you have a good basic overall balanced lighting scheme, then you don't run into a lot of problems later on when you are trying to set up the shaders. Now when I film in the studio against a green screen or just against a backdrop, I'm not outside and I can't have any light coming from behind the actors really, although, the lights are coming from stage lights.

And so this lighting rig has 3pt lights but it has the two fill lights on the side providing fill light, and then one main key light coming on that's pretty much offset from the camera that provides a nice little direct but bright focus light. Now in the render, you can press J and then compare the lighting that would be from these two. So as opposed to the other lighting rig, which had the sunlight up here shining down on top of the actor, this is a very filled lit or front-lit lighting rig that we would use.

You want to choose between these two based on what you are filming. If you find the image is distracting by having this top light and you are getting a lot of blow out on the top side of the model, then you would want to switch and use more of a balanced lighting scheme like I'm showing here by pressing the J key between these two renders. The last point I would like to bring up is a 4pt lighting rig and some lighting rigs go up into 20 and 30 lights in the scene based on what it is you want to show and what you want to draw the audiences attention to.

And this 4 rig consists of the two side lights, a back light, and a key light. I really like this rig, I think it combines the best of all worlds, combines the best of the standard 3pt lighting, the best of the studio lighting, and provides a great overall lighting. Now these hemi-lights are knocked down to only a 0.1 energy. The key light is full strength, so it provides a good crisp light that really lights up all of the features. But the sunlight is just a very soft overhead light.

So I don't get a lot of specularity on the tops of the models. But yet I still get that impression that there is lighting coming from behind and back filling backside and providing a nice general illumination of the entire scene. So there is an example of five different kinds of lighting rigs that you can use based on the kind of feeling that you want to convey in your scene and what you want to show and how well you want everything to be lit.

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This video is part of

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Blender Essential Training

131 video lessons · 25190 viewers

Roger Wickes
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  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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