Chapter 6 : Lighting and Cameras

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Chapter 6 : Lighting and Cameras
2014-02-07 16:10:43
Chapter Lighting Cameras
Chapter 6 : Lighting and Cameras
Chapter 6 : Lighting and Cameras
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  1. - used to set the
    camera from showing a true-life perspective view to an orthographic view.
  2. - Set-up a lens
    length much like a real camera. 35mm is a good, safe setting, but wide and
    tight angle setting work for different needs.
    Lens (Focal)
  3. - Changes camera
    view to reflect a cylindrical camera.
  4. - Pushes the view left, right, up,
    down from actual camera view, without changing perspective.
  5. - how close and
    how far an object can get to the camera and still be seen. In very large
    scenes, this 3as
    Clipping (Start and End)
  6.  - used with nodes
    to blur foreground and background objects. This will be discussed in the
    “Working with Nodes” chapter.
    Depth-of-field (DOF)
  7. - draws a line in
    the scene to help you visualize the camera’s range.
  8. - How big to draw the camera on the
    screen. You can also control size with scale.
  9. - Used to give you
    a visual display of how far the camera sees if using Mist.
    Show Mist
  10. - displays the
    inner dashed box to help with placement of objects and text.
    Title Safe
  11. - With all objects, the name of the
    object or camera can be displayed on the screen, but this will display the name
    in the camera view.
  12. Shades the area
    on the screen outside of the camera’s view. You can control the darkness of the
    shaded area with the Alpha slider.
    Passepartout -
  13. Types
    of Lamps:
    • a.   Point - basic Blender lamp,
    • shines all directions.

    • b.   Sun - provides even angle of light,
    • regardless of placement from objects.

    c.   Spot - Shines a direct angle of light.

    • d.   Hemi - A wider light, much like area
    • lights.

    • e.   Area - Provides large area lighting
    • (like a classroom). Can be scaled.
  14. 1.   In traditional
    Blender rendering, only ______
    are able to cast shadows. However, with ______________,
    all lamps can cast shadows.
    spotlights, Ray-tracing
  15. – amount of light
    that the lamp emits.
  16. – intensity decay
    with distance:
    Falloff setting
  17. Falloff setting
    a.  Lin/Quad Weighted

    b.  Custom Curve

    c.  Inverse Linear

    d.  Constant
  18. can be used to simulate sky
    and atmosphere variations.
    The Sun
  19. 1.   Instead of adding
    too many lights, experiment with the _________ and _________settings first.
    In a large scene, the default distance setting may not light the entire scene.
    Energyand Distance
  20. are unique in that
    you can simulate a foggy scene with them and cast shadows in the traditional
    Blender program.
  21. can cast shadows
    for all lamp types, but because of the more complex rendering calculations that
    need to be performed, renders much slower.
  22. Buffer Shadow
    • a.   Shadow Type - buffer is the
    • old style and the fastest.

    • b.   Shadow Color - adjusts the
    • color of the shadow.

    c.   Buffer Type

    • i.    Classical

    • ii.    Classical-Halfway

    • iii.    Irregular

    • iv.    Deep

    • d.   Filter and Sample - can be used to refine
    • your results, but could add to your render times.

    • e.   Clip Start and End - gives a range
    • for calculating shadows. Represented by a line down through lamp. Keep this
    • line as short as possible to give the best shadowing. New to this release is
    • the Autoclip options to set
    • these for you.

    • f.    Spot Shape - set the Angle
    • Size, Blend (edge softness), and Shape (round or square). You can also give it
    • a haze with the Halo settings and intensity.
  23. If you have shadows
    but they look bad, try a larger _________ to shorten up the area of calculation or adjust the _______.
    If you don't see any shadows at all, you might need to go to the ____________and turn on  _____under __________-.
    ClipStart number, Sample Buffers Size and Samples, Render buttons, Shadows , Shading.
  24. It is better to
    keep the number of lights down to ______, and play with their_________& _________, rather than
    flood the scene in light. Think of it in terms of real lighting situations.
    3 or 4, locations and setting
  25. is light that
    bounces off other objects, like in real life.
    Indirect light
  26. There has always
    been an_____ option in the
    Blender material settings so an object could glow.