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Lighting - For Cinimatic Realism
Lighting - For Cinimatic Realism
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Lighting design for cinematic realism
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1.Overview
In this tutorial, you’ll explore the Lighting Artist’s approach to implementing lights to create
cinematic realism in more depth.
Next, they made a Prefab of the spotlight, and created an instance for each of the pools within the
room.
Then the Lighting Artist adjusted the Prefab until they achieved ambient lighting with soft
gradients, but retaining a sense of directionality. Adjustments to a Prefab are automatically
propagated across the other instances of the Prefab in the Scene.
Calibrated spotlight in the Inspector
Finally, the Lighting Artist baked the indirect lighting and adjust intensity and color in the room
until it matched the design established in the concept art.
4.Service Room: Adding other lighting sources
Additional lights contributed to the overall lighting of the Scene, and added atmosphere and
ambience. When adding additional light sources, the Lighting Artist identified optimal locations
where they could add lights that would:
• Align with the Concept Artist’s design
• Be restrained enough not to overwhelm the primary lights
It is often better to be restrained when adding lighting and visual effects, to produce a more natural
and unified visual style.
In the Service Room, the Lighting Artist added small repeated light sources throughout the room.
These enabled the design to closely follow the concept art and added additional detail. They were
also simple to iterate and adjust, using the Prefab workflow in Unity.
Realtime lights
To place clearer emphasis on the pod, the Lighting Artist added:
• A strong light in the center of the Exolab room
• A volumetric spotlight positioned for light to emit upwards from the grid
The addition of these lights significantly increases the intensity of lighting around the pod, and
creates contrast with the surrounding areas of the room.
Baked lights
The Lighting Artist also softened the shadows and provided additional diffused lighting by adding:
• Softer baked Area Lights to the edges of the room, to increase the orange shade of the
ambient lighting at the bottom of the room
• A 2-meter baked background light, to add cooler color contrast to the lights at the top of the
room
6.Exolab: Lighting the platform
To give the platform in the Exolab more definition, the Lighting Artist added an orange volumetric
light to the platform light. Players can see the halo of light even if they cannot see the platform
itself:
This light also enables players to read the depth of the room more accurately.
Although post-processing effects are a vital element to polish high fidelity visuals, they require a
strong foundation of effective basic lighting.
8.Summary
In this tutorial, you have:
• Explored how the Lighting Artist approached lighting with cinematic realism
• Reviewed the lighting in the room without post-processing effects
Next, you’ll have the opportunity to create an illuminated object, like those which add realistic
detail to the demo Scene.
Lighting design for cinematic realism
General Tutorial Discussion
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1. Overview
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2. High fidelity cinematic realism
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3. Service Room: Creating the reflective pools
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4. Service Room: Adding other lighting sources
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5. Exolab: Highlighting the key elements
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6. Exolab: Lighting the platform
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7. Review without post-processing effects
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8. Summary
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