> [!abstract] Summary > Lighting theory fundamentals — the purpose of lighting, natural vs artificial light behaviour, classical lighting setups, and perceptual principles (Gestalt) to organize a shot. --- # Resources ```embed title: "Chapter 4: Light Categories - Chris Brejon" image: "https://chrisbrejon.com/wp-content/uploads/2019/04/featured_image_050_light_categories.jpg" description: "CG Cinematography Light Categories is my personal epiphany. Every lighting artist during his career has one moment where everything feels connected." url: "https://chrisbrejon.com/cg-cinematography/chapter-4-light-categories/" ``` ![[Shores+Canada+Media+-+Color+Temperature+Chart+(on+black).png|225]] ![[1_3PKYtIu_O62mpP18Yt0Xrg.jpeg]] ![[Free_portrait_lighting_poster.jpg]] ![[colortemp.jpg|225]] --- # The Essentials > [!important] The purpose of lighting is not to illuminate — it is to reinforce an intention and tell a story. - Have an **intention** behind every light. - **Direct the viewer's eye** using shadows, depth, and contrast. - **Create a specific mood** that serves the scene. Before doing this in 3D, study lighting in the real world. --- # Types of Lighting ## 1. Natural - **Direct (Sun)** - Hard shadows, tinted with the colour of the sky - Shadow colour changes through the day — the closer the sun is to the horizon, the more atmosphere its light has to travel through. Blue wavelengths get scattered, leaving warm orange tones at sunrise and sunset. - **Indirect (Overcast)** - Sunlight is diffused by clouds - Low contrast, light bounces everywhere, soft shadows ## 2. Artificial - **Fire / Candle** - Not natural — placement is always intentional - Intensity decreases with distance (falloff) - **Bulbs** - Incandescent, fluorescent, LED — each with its own colour temperature and spectrum ## 3. Conclusion | Light type | Range | Shadow characteristics | | ---------- | -------- | ------------------------------------------ | | Natural | Infinite | Hard or soft depending on atmosphere / sky | | Artificial | Falloff | Hard or soft depending on source **size** | > [!tip] The softness of a shadow depends on the **size of the light source relative to the subject** — not the light's intensity. --- # Real-World Lighting Setups ## Vocabulary | Term | Meaning | | -------------- | ------------------------------------------------- | | **Key Light** | Main light of the scene | | **Fill Light** | Reflector — softens shadows | | **Rim Light** | Contour light — separates subject from background | ## Examples - **Rembrandt lighting** - ![[sukesh-g-tambi-02-rembrandt-brolly.jpg]] - **Three-point lighting** (used in lookdev) - ![[From Zero to PRO _ The only LIGHTING theory you need for your ARTWORK 4-49 screenshot.png]] - **Low key vs high key** - ![[sukesh-g-tambi-12-high-key.jpg]] - ![[sukesh-g-tambi-13-1-low-key - Copie.jpg]] ### In Cinema [link to Eagle library](eagle://smart-folder/LZGT5FDGV99TC) --- # In 3D - Practical notes: [[LIGHTING Arnold Practice]] --- # Going Further — Gestalt Theory Perceptual principles that govern how the eye groups elements in an image. Useful for composing lighting choices that actually read. 1. **Similarity** — elements that look alike are grouped together 2. **Prägnanz** — the eye favours the simplest interpretation of a scene 3. **Proximity** — elements close to each other are perceived as a group 4. **Continuity** — the eye follows smooth paths through a composition 5. **Closure** — the brain completes incomplete shapes 6. **Common region** — elements inside the same boundary are grouped together ![gestalt laws of perceptual organization](https://www.verywellmind.com/thmb/-7Qb3yvdQAnLmx-tt_TjK2aAwkU=/1500x0/filters:no_upscale():max_bytes(150000):strip_icc():format(webp)/gestalt-laws-of-perceptual-organization-2795835-01-8f488f3d191048a0bc42e23ff9470042.png) *Verywell / JR Bee*