VR031 - vr_materials_pt2
VR_LEVEL_1
•
1h 3m
Metal simulations will be talked about with anisotropy, surface perturbations techniques such as bump,
normals and displacement using 8-bits and 32-bits bitmap textures. In the second part of the tutorial, we’ll how to replace the simplistic and boring light sources specular with reflectors.
Up Next in VR_LEVEL_1
-
VR035 - light_designations_pt2
The sometimes misunderstood rim light role is double: it is a separation light that increase the depth of the picture but as well create a cinematic feel that had been used and abused till the dawn of filmmaking. The concept applies to CGI but has to be adapted and revise with CGI.
-
VR033 - light_designations_pt3
Key, fill, rim light are in fact families of light sources: kickers, bounce, high front, top, contre-jour, cross and more, typologies inherited from the silver age of cinematic still applicable to our medium.
-
VR034 - light_designations_pt1
The three points lighting technique has been used by generations of cinematographers and photographer with great success and
totally apply to CGI although we must the-evaluate its relevance today, it is the cinematic combination of key, fill and rim lighting, each style will be talked about at le...