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Fundamentals of Lighting Design | |
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Motivation | |
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Off-Screen Space | |
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Qualities of Light | |
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Direct and Indirect Light | |
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Cheating | |
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Cheating in Live Action | |
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Visual Goals of Lighting Design | |
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Making Things Read | |
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Making Things Believable | |
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Enhancing Shaders and Effects | |
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Maintaining Continuity | |
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Directing the Viewer's Eye | |
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Emotional Impact | |
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Lighting Challenges | |
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Your Workspace | |
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Creative Control | |
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Lighting Basics and Good Practices | |
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Starting Points | |
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Types of Lights | |
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Point Lights | |
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Spotlights | |
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Directional Lights | |
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Area Lights | |
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Models Serving as Lights | |
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Environment Spheres | |
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Ambient Light | |
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Controls and Options | |
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Decay | |
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Diffuse and Specular | |
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Light Linking | |
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Cookies | |
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Lighting in Production | |
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When to Light | |
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The Feedback Loop | |
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Naming Lights | |
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Managing Versions | |
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Exercises | |
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Shadows and Occlusion | |
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The Visual Functions of Shadows | |
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Defining Spatial Relationships | |
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Revealing Alternate Angles | |
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Enhancing Composition | |
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Adding Contrast | |
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Indicating Off-Screen Space | |
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Integrating Elements | |
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Which Lights Need Shadows? | |
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Shadow Clutter | |
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Secondary Shadows | |
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Shadow Color | |
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Testing Shadows | |
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Shadow Size and Perspective | |
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Shadow Algorithms | |
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Depth Map Shadows | |
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Raytraced Shadows | |
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Hard and Soft Shadows | |
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Hard and Soft Light | |
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Soft Shadows with Depth Maps | |
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Soft Raytraced Shadows | |
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Occlusion | |
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Ambient Occlusion | |
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Occlusion in Global Illumination | |
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Other Types of Occlusion | |
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Faking Shadows | |
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Negative Lights | |
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Shadows-Only Lights | |
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Shadow Objects | |
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Baking Lighting | |
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Conclusions | |
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Exercises | |
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Lighting Environments and Architecture | |
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Daylight | |
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Sunlight | |
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Sky Light | |
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Indirect Light | |
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Night Scenes | |
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Practical Lights | |
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Lighting the Light | |
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Set Lighting from Practical Lights | |
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Lighting Windows | |
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Simulating Indirect Light | |
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Corners | |
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Sourcy Lighting | |
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Global Illumination | |
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Conventional Radiosity | |
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Photon Mapping | |
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Final Gathering | |
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Caustics | |
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Ambient Occlusion | |
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Exercises | |
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Lighting Creatures, Characters, and Animation | |
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Modeling with Light | |
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Directionality | |
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Definition | |
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Three-Point Lighting | |
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Variations | |
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Tools, Not Rules | |
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Functions of Lights | |
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Key Lights | |
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Fill Lights | |
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Bounce Lights | |
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Rim Lights | |
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Kickers | |
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Specular Lights | |
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Issues in Lighting Character Animation | |
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Test Frames | |
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Linking Lights to Characters | |
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Technology Changes | |
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Subsurface Scattering | |
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Lighting Hair | |
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Lighting Eyes | |
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Exercises | |
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Cameras and Exposure | |
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Understanding F-Stops and Depth of Field | |
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Matching Real Lenses | |
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The Two-Thirds Rule | |
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Hyperfocal Distance | |
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Bokeh Effects | |
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Frame Rates | |
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Realistic Motion Blur | |
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Shutter Speed and Shutter Angle | |
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The Comet Tail Myth | |
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Blurring Rotations | |
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Video Fields | |
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Film Speed | |
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Photographic Exposure | |
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The Zone System | |
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Histograms | |
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Matching Lens Imperfections | |
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Lens Distortion | |
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Chromatic Aberration | |
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Vignetting | |
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Lens Flares and Halation | |
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Exercises | |
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Composition and Staging | |
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Types of Shots | |
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Shot Sizes | |
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Z-Axis Blocking | |
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POV Shots | |
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The Two-Shot | |
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The Over-the-Shoulder Shot | |
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Camera Angles | |
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The Line of Action | |
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Perspective | |
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High-Angle and Low-Angle Shots | |
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Camera Moves | |
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Improving Your Composition | |
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The Rule of Thirds | |
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Positive and Negative Space | |
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Graphic Weight | |
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Lines | |
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Tangencies | |
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Framing for Film and Video | |
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Formats and Aspect Ratios | |
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Film Formats | |
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Adaptation to Television | |
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Cropping and Overscan | |
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Exercises | |
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The Art and Science of Color | |
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Color Mixing | |
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Additive Color | |
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Subtractive Color | |
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Hue, Saturation, and Value Adjustments | |
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When Light Color Meets Surface Color | |
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Color Schemes | |
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Color Contrast | |
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Meanings of Colors | |
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Color and Depth | |
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Tinted Black-and-White Images | |
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Color Balance | |
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Color Temperature | |
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Picking Colors from Pictures | |
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Understanding RGB Color | |
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Importance of Red, Green, and Blue | |
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Digital Color | |
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8-bit Color | |
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16-bit Color | |
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HDRI | |
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Compact Data Formats | |
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Exercises | |
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Shaders and Rendering Algorithms | |
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Shading Surfaces | |
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Diffuse, Glossy, and Specular Reflection | |
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Specular Highlights | |
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BRDF and BSSRDF | |
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Anti-Aliasing | |
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Over-Sampling | |
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Under-Sampling | |
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Filtering | |
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Rendering at Higher Resolutions | |
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Raytracing | |
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Raytracing Acceleration Structures | |
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Raytraced Reflections | |
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Shadows | |
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Transparency and Refraction | |
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Reyes Algorithms | |
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The Renderman Interface Standard | |
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Reyes and Raytracing | |
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Z-Buffer Rendering | |
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Scanline Rendering | |
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GPU-Accelerated and Hardware Rendering | |
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Hardware Rendering | |
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GPU Acceleration | |
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Interactive Previewing | |
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Exercises | |
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Designing and Assigning Textures | |
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Types of Texture Mapping | |
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Color Mapping | |
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Specular Mapping | |
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Incandescence Mapping | |
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Transparency Mapping | |
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Displacement Mapping | |
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Bump Mapping | |
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Normal Mapping | |
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Polynomial Texture Mapping | |
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Other Mapping Techniques | |
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Photographic Textures | |
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Shooting Tips | |
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Flatbed Scans | |
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Stylized Textures | |
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Texture Map Resolution | |
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Alignment Strategies | |
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Tiling Maps | |
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Decals | |
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Projections | |
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UV Coordinates | |
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Texturing Poles | |
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3D Paint Programs | |
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Procedural Textures | |
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Resolution Independence | |
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3D Textures | |
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Animation | |
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Appearance | |
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Baking Procedural Textures into Texture Maps | |
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Looks Development | |
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Painting in Layers | |
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Color First | |
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Displacement First | |
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Exercises | |
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Rendering Passes and Compositing | |
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Rendering in Layers | |
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Background Layers | |
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Matte Objects | |
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Effects Layers | |
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Alpha Channel Issues | |
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Compositing With Straight Alpha Channels | |
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Compositing With Premultiplied Alpha Channels | |
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Rendering in Passes | |
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Diffuse Passes | |
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Specular Passes | |
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Reflection Passes | |
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Shadow Passes | |
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Ambient Passes | |
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Occlusion Passes | |
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Beauty Passes | |
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Global Illumination Passes | |
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Mask Passes | |
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Depth Passes | |
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Pass Management Features | |
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Rendering Many Passes at Once | |
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Lighting in the Composite | |
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Rendering Lights as Separate Passes | |
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Relighting Tools | |
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Matching Live-Action Background Plates | |
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Reference Balls and Light Probes | |
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Other Approaches to Matching Lighting | |
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Exercises | |
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Production Pipelines and Professional Practices | |
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Production Pipelines | |
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Planning an Animated Feature | |
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Story | |
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Layout | |
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Preparing for Visual Effects Shots | |
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Previsualization | |
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Match Move and Virtual Sets | |
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Rotoscoping | |
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Core Departments | |
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Art Department | |
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Modeling | |
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Set Decorating | |
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Technical Directors | |
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Character Rigging | |
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Character Animation | |
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Effects | |
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Shading | |
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Texture Paint | |
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Lighting | |
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Compositing | |
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Film I/O | |
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Visualizing Production Pipelines | |
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Getting Work Approved | |
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Working with Clients | |
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Setting Expectations | |
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Dealing with Changes | |
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Supervising Lighters | |
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The Chain of Command | |
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Getting a Job in 3D Lighting | |
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A Lighting Showreel | |
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Credits | |
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Quality over Quantity | |
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Starting Strong | |
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Do I Need to Specialize? | |
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Internal Promotion | |
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Job Security | |
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Advancing in Your Career | |
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Index | |