Chapter 5 "Lighting Creatures, Characters, and Animation" explains how to light animated creatures and characters. From basics like three-point lighting, visual checks in character lighting, to key, fill, bounce, rim, kicker, and specular lights, this chapter explains how to set-up all the lights around a character, with special attention to characters eyes and subsurface scattering for skin shading.
Chapter 6 "Cameras and Exposure" teaches you how to match or simulate real cameras and cinematography in your 3D scenes. Depth of field, f-stops, bokeh effects, motion blur, field-rate rendering, shutter speeds, shutter angles, ISO, focal lengths, real lenses and even film artifacts are all explained and translated into 3D. Next Page >>>