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Digital Lighting and Rendering
 
 

Digital Lighting and Rendering (Paperback)

by Jeremy Birn (Author)
4.3 out of 5 stars See all reviews (3 customer reviews)
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Digital Lighting and Rendering + Digital Texturing and Painting + Essential CG Lighting Techniques with 3ds Max (Autodesk Media and Entertainment Techniques)
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Product details

  • Paperback: 432 pages
  • Publisher: New Riders; 2 edition (11 May 2006)
  • Language English
  • ISBN-10: 0321316312
  • ISBN-13: 978-0321316318
  • Product Dimensions: 22.9 x 19 x 2.3 cm
  • Average Customer Review: 4.3 out of 5 stars See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 139,139 in Books (See Bestsellers in Books)

    Popular in this category:

    #6 in  Books > Computing & Internet > Computer Science > Algorithms > Rendering & Ray Tracing

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Product Description

Product Description
Crafting a perfect rendering in 3D software means nailing all the details. And no matter what software you use, your success in creating realistic-looking illumination, shadows and textures depends on your professional lighting and rendering techniques. In this lavishly illustrated new edition, Pixar's Jeremy Birn shows you how to:

  • Master Hollywood lighting techniques to produce professional results in any 3D application
  • Convincingly composite 3D models into real-world environments
  • Apply advanced rendering techniques using subsurface scattering, global illumination, caustics, occlusion, and high dynamic range images
  • Design realistic materials and paint detailed texture maps
  • Mimic real-life camera properties such as f-stops, exposure times, depth-of-field, and natural color temperatures for photorealistic renderings
  • Render in multiple passes for greater efficiency and creative control
  • Understand production pipelines at visual effects and animation studios
  • Develop your lighting reel to get a job in the industry


From the Back Cover
Crafting a perfect rendering in 3D software means nailing all the details. And no matter what software you use, your success in creating realistic-looking illumination, shadows and textures depends on your professional lighting and rendering techniques. In this lavishly illustrated new edition, Pixar's Jeremy Birn shows you how to:

  • Master Hollywood lighting techniques to produce professional results in any 3D application
  • Convincingly composite 3D models into real-world environments
  • Apply advanced rendering techniques using subsurface scattering, global illumination, caustics, occlusion, and high dynamic range images
  • Design realistic materials and paint detailed texture maps
  • Mimic real-life camera properties such as f-stops, exposure times, depth-of-field, and natural color temperatures for photorealistic renderings
  • Render in multiple passes for greater efficiency and creative control
  • Understand production pipelines at visual effects and animation studios
  • Develop your lighting reel to get a job in the industry


See all Product Description

Inside This Book (Learn More)
Browse Sample Pages
Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

3 Reviews
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 (1)
4 star:
 (2)
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Average Customer Review
4.3 out of 5 stars (3 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
1 of 1 people found the following review helpful:
5.0 out of 5 stars An excellent book for all software, 8 May 2007
By Nick Stevens "starbase1" (London, UK) - See all my reviews
(REAL NAME)   
I loved this book - particularly the lighting sections, (which are the bulk of the book). The many illustrations are exceptionally well chosen to illustrate the effects in question, both from real life photos and from CGI rendering.

It really does not matter what software package you are using, the lighting is very similar in all packages I know, and the advice on where (and why) to place your spotlights, area lights and so forth is universal. Keeping rendering times down is also a continual concern in this book.

What is going on under the hood is also well explained, for those who are unsure of the difference between final gather and ambient occlusion.

I also really liked a computer training book where I did NOT have to sit in front a a screen typing to learn from it. Indeed many of the exercises involve looking around yourself for examples of soft shadows, indirect lighting, and many more.

Probably best for beginner to medium level graphics types, but I'd be surprised if anyone did not learn something useful from it.

Highly recommended.
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4.0 out of 5 stars Very Good, 26 Mar 2007
By ravells (London) - See all my reviews
As an intermediate level surface modeller I found this book extremely helpful. Among its numerous plus points are that it is not application dependant, it explains theory in lucid plain English and it is one of the few instruction books which does not resort to the use of 'filler' information which is self evident, of marginal relevance, or easily available on the web.

There wasn't a chapter in which I did not learn something new. The stellar chapter for me was on architectural lighting - how to get a 3d scene (indoors or outdoors) looking 'real' rather than a lit model. For character modellers there's the basic information about 3 point lighting and theory beyond that.

The book is very well illustrated and the author and production team have been at pains to ensure that the quality of the illustrations is such that subtle colour changes in before and after shots are apparent.

I am not sure about 3d experts, but I would definitely recommend this book for beginner to intermediate level as the 'lighting bible'. Lighting makes or breaks a render and this is the best book I have found which explains the theory in an clear methodical way.

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4.0 out of 5 stars Comprehensive, easy to follow, in depth. Must buy., 3 Oct 2007
By Richard Lyall (UK) - See all my reviews
(REAL NAME)   
I'm a keen amateur 3D artist who is gradually learning the craft of 3D. I've got to the point where I needed a better grounding in the key areas of lighting, texturing and modelling.

Jeremy Birn's book is a mine of useful information and professional expertise. It is very easy to read, and indepth, and manages to convey complex technical information without being confusing or overwhelming. It is interesting to read, and easy to digest.

You do get the sense that he knows the 3D industry well and is writing from great experience, not just by the depth of information, but by the scope of topics he addresses that go beyond the creation of art, and covers how you might use these skills in a professional environment. I even found these bits helpful e.g. don't light your scene until most of the modelling is pretty settled - saved me lots of time!

It also manages to do so in a way which applies to different 3D packages, so you are not penalised by not owning 3DS Max or Maya or whatever.

There is a nugget on every page - I read a bit, and then try to use it in a project, and I have learned so much already.

Three criticisms that rob it of the 5th star:
1) It is slightly short on illustrations perhaps, especially for a book which is all about visual art, but this doesn't seem to detract from the book's overall impact.
2) Not quite enough thought has gone into the practical examples and exercises at the end of each chapter - they are quite brief. But then you can always create projects to test things out in your own software package.
3) A CDROM with some examples and projects would have been welcome e.g. load up one of the scenes in the book (provided in 3DS format perhaps, so as to be package independent), texture it, and practice different lighting rigs, or try to reproduce the book's illustrations.

I guess pros could learn a lot from this book, but so will keen amateurs who are not going to make a living from it but want to excel in their art nonetheless.

I've tried to apply some of this in my own art, some of which can be seen on www://craftycurate.blogs.com
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