Monday, October 12, 2009

Digital Lighting and Rendering (2nd Edition) by Jeremy Birn - Relevant and Required Reading

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, Pixars 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

Relevant and Required Reading
This book may not have been updated in the past 2-3 years but it is far and away the best overall book on lighting, shading and rendering I have read in print to-date. In spite of the fact that various 3D, design and compositing programs (Maya, XSI, CS4, Nuke, etc.) continue to evolve, the principles in this book stand the test of time. For now anyway :).

Even though a few examples of property panels and shader networks are from Maya and 3dMax mostly, know that this is not a program specific book and is most certainly NOT a "recipe" book from which you simply record settings. Unlike so many sources online, this book covers the foundation of lighting and rendering -- from briefly explaining the physics of light to discussing such detailed aspects as fresnel reflections and Reys algorithm. However, detailed and deep this book is, I do not feel it is written like a school text where it lifelessly spatters mundane facts or buries you in specifics to the point that your eyes gloss over. It maintains a fine balance of specificity and practicality.

Personally, I feel this book is a must have reference book. As I tend to learn by doing, most knowledge becomes more relevant and memorable to me when I research and apply it during a specific project or task. As such, simply plowing through this book and reading it straight through seems a bit futile to me. It's interesting enough to do so, but I wouldn't recommend it if you are a noob or are simply excited by 3D...you might get daunted :). I have read this book in spurts as I did projects and work that related to specific information within the book. I found it not only reinforced already known facts but filled in the gaps and pushed my understanding further.

Overall, the book conveys ideas in a practical way and does so in a concise manner. I never found myself having to read something over and over trying to cut through some verbose and seemingly meaningless explanation.

I think this book can serve as a starting point for most things related to lighting and rendering and will provide you with enough info to know what questions you still need answered or curiosities you would like to explore. From there, playing in 3D software or researching the web in forums or specific artist sites will satiate your more hands-on application of the information.

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