One Simple Technique to Improve Your Lighting in Blender | Reverse Key Lighting

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[dark viking music] Hey, Gleb Alexandrov here for CreativeShrimp.com! after watching this video you'll learn  to take your 3d lighting skills to the next   level by using reverse key lighting, this  technique is so easy to implement and so   elegant that once I discovered it I use it all  the time. I think you should definitely add the   sliding technique to your books alongside other  techniques that we talk about in our Cinematic Lighting course, which you can check by  following the link in the description.   reverse key lighting or as it's sometimes called  upstage lighting or narrow lighting is a really   simple technique originated in theater productions  and often used in cinema productions as well,   the technique which helps lighting look more  three-dimensional and cinematic by utilizing a   fairly specific key light placement, which you'll  be familiar with after watching this tutorial.   before we begin of course this is not the  only way to set up cinematic lighting, this   is an examination of a technique that  works, but there are other techniques. alright to cut the story short not all lighting  directions create the equal illusion of depth,   as a rule of thumb the key light set up the camera  side creates arguably less impressive shadows and   just less shadows in general, thus creating an  image that is slightly more flat than the image   produced by the key light placed slightly behind  or at an acute angle to the subject, which helps   to emphasize depth and dimension and accentuate  both 3D forms that you have carefully modeled and   material properties that you spent so much time  setting up. of course every technique should be   used with intention and should be motivated but  if you are looking for versatile lighting setup   which just looks cinematic, then here it is. we  have prepared a .blend file that would ease you   into this technique so if you want follow along  with me, we have a simple scene here, a skull stuck   in the mud, uh, the main or the key light because  this technique applies to the key light and a   bunch of cameras, you can see three of them here,  they have their own collection called camera.   currently and for the most part of the  video we'll be looking through this one. the viewport should be set to Cycles real-time  rendering and obviously we have Cycles in the   render settings as well, with the experimental  feature set turned on to enable sweet displacement   effect, because our ground shader uses true  displacement. as a bit of a fill light I'm   using the environment color, the strength can be  tweaked here, I'm keeping it fairly subdued just   to fill in the shadows ever so slightly, hence the  strength of just 1. the hero light of this setup   will be the light_key_01a, it can be found in its own collection.   it is a good old area light, nothing special about  it if we have a look at the light settings, a   neutral white light with a power set to 100 Watts  not to dim, not too powerful, um, everything else   basically is set to their default values, including  the default spread of the beam shape. I thought I   would mention how I'm going to be positioning the  lights throughout the video, basically shift+   right click to drop the 3d cursor somewhere  and then with the light being active I press . on the keyboard to set the pivot point to 3D  cursor then, it can also be found in this menu.   um... finally I'm gonna press R to rotate the light  and then X, Y or Z to give it an axis of rotation.   like this. and now we can easily target the  slide by orbiting it around our 3D cursor.   once again R and then Z for example  to constrain it to the z-axis,   um... I think it is really easy and  satisfying to move lights in this way.   so with this information out of the way  we can jump into setting our key light.   so what is so cool about reverse key lighting?  you see when the light is on the camera side   like here for example it almost lines up perfectly  with the camera direction, it leaves very little   shadows, we can say that the frontal lighting  tends to be flat, although it has its own uses.   then what happens if I slide the light slightly  off to the side, the lighting becomes slightly   more three-dimensional, right? or off to other side  for that matter, basically the more angle we give   to our key light the more three-dimensional it  becomes as a rule of thumb, now we can say that it   is a side light in relationship to our camera and  the skull and as a side light it starts producing   some definition in the shadows, here, here and here  we can already see some nice shadows being drawn   let's keep rotating the light until it crosses  the line where it's almost behind the subject, if   we keep doing that look what happens, look  at these reflections popping up suddenly,   like it is the same material but now we can see  beautiful reflections, on the skull as well as on   the ground and like there are shadows everywhere  out of a sudden! now if we draw the line of action   like this we'll notice that the key light is no  longer on the camera side, like we began with, its   position has been reversed and it's now standing  on the background side instead. and that's why   it's called *reverse* key light, we can see the  reflection now because the rays is emitted by   this light bounce off the ground and can actually  reach the camera, in addition to that all these   shadows now following the camera direction as well,  we basically shoot into shadows, I usually picture   it this way when I think of reverse key lighting,  shooting into shadows, you can place the light   wherever you want now, directly opposite the camera  or slightly off to one side and maybe we can push   it further back like that, the cool thing about  this light setup is that only like... I don't know... 10   to 20 percent of the surface is lit and everything  else is shadows, a huge amount of surface   approximately 80 percent is in shadows illuminated  only by the environment fill. and because we film   into shadows we can see the transition from  light to dark now and this transition... uh... the   one that I'm marking with the arrows here  is what makes it look three-dimensional.   let me zoom in a little bit to show how this  type of lighting helps to flesh out the 3D shapes,   okay here we go, it just looks... 3D :) let's  compare it to a more frontal light direction yeah can you see that? there is still some  volume picked up by that light but mostly   that definition is gone, the colors now got an  extra pop, but the volume is gone. let's bring   the light back to the back side and I bet you  can tell how the 3D quality might have come back.   we can play with the exact position of the  key light to amplify or decrease this effect   depending on your intention I guess, but there  is no doubt it's a more dramatic look now.   the same applies not only to the main object,  to the skull in this case, but to whatever is   illuminated by that light, the mud, the ground, the  bricks on the ground, the details in the mud that   got lots of transitions from light to dark, that is  the type of the moody look that you can definitely   expect from this setup, one of the cool things that  you can do with the upstage lighting is to make it   sort of wrappy by increasing its size, a nice large  and soft light when placed like that kind of wraps   around the models for a really nice effect, after  the size has been increased, the power should   be compensated like that, I think three times  stronger we'll make it up for the exposure loss.   I really love using a soft key light in the  upstage mode, I think it looks really appealing   and just brings out all the best qualities of  the shaders except the color perhaps as it mostly   brings out the shape, okay, one more advantage of  reverse key lighting I wanted to mention is that   it helps to establish a nice hierarchy of values  between the foreground and the background layers.   the surfaces facing the camera don't receive any  exposure from our main lamp so they remain dark,   so you get that classical separation of a darker  foreground and lighter background. again if we were shoving light from the camera direction it would  contaminate those foreground objects, effectively   ruining... or let's say, complicating the tonal values  hierarchy. I think that could be one more important   aspect of reverse key lighting as a technique  but I think that is just lovely. I'm fanboying   or fangirling about that light setup but it's just  too good when you need that kind of depth for free   as a bonus to shadows and reflections that also  sort themselves nicely when the light is conducted   from this angle, it just goes very nicely from dark  to lighter to even lighter, so on and so forth and   at the same time like we have mentioned we get all  the benefits of nice reflections and deep shadows.   let me disable the overlays as it's a bit  distracting... I think we have discussed the main   pros of reverse key lighting and how to set it  up really easily, so feel free to pause this video   and play around with it in Blender, but I actually  recommend watching it to the end because there's   still one thing left to discuss that is kind of  crucial to get most out of this lighting style.   another question worth mentioning, does this  technique apply to the soft light only? not   at all! the light can be softer or harder, the only  thing that matters when we go for upstage lighting   is the light direction and this is it. it can be  a harsh desert sunlight situation and still it   will look arguably less flat with the key light, the  sun in this case put behind at an angle, the exact   angle is up to you obviously, it's an artistic  matter, yet it's a really versatile technique which   I'm sure you'll fall in love with if not already :) oh yeah you can do a fun experiment, watch your   favorite movie and try to recognize this lighting  style in some shots, I bet you'll find quite a few!   so yeah, it can be hard, it can be soft, it can be  a mixture of both as long as you sorted out the   direction, once the light is shining from here to  there, from the background direction all the way to   the camera, it will most likely just work. now it's  important to mention that if we have more than one   shot so technically for example if we have three  cameras like we do here and some of these cameras   crossing the line of action then the reverse key  light setup would have to be adjusted for each new   camera, that is if you wanted to maintain this look  throughout the film. you can switch between the   cameras by selecting one and going Ctrl Numpad 0  for this camera, this will make it an active one. just like this... alternatively the cameras  can be switched from the scene menu,   as a quick reminder we have three of them, let us  inspect the second one, yeah as we can see because   the camera switched sides, the key light is no  longer reversed, on the contrary now it is kind of   frontal or at least it shines from the camera side,  let's put it like that. now the third definition   of this lighting technique would come in handy  I mean that's narrow lighting, which means the   same as upstage and reverse key lighting, we call  it narrow or short because the light should hit   the narrow side of the actor's face, not the broad  side like we have it here, if the skull is an actor.   never mind... now the light falls squarely on the  broad side, the one that is closer to the camera,   and guess what, as a result this subject may appear  broader to the viewer, at least that is a stereotype   that unironically refers to the foreshortening  effects of the short light, which is partially   true, not that it matters much. but anyway we want  to see the short side illuminated, right? what we   do is dead simple, I'm just gonna drop the 3D  cursor here again and with our light selected   R to rotate, Z to constrain the rotation to  the z-axis, so yeah, if you want to maintain the   reverse key lighting look then you would have  to update the key light placement in every new   shot, it will look fine most likely even in  montage, while technically it's nonsense that   the key light is jumping around yet it should be  okay. now let me quickly adjust the fill light in   the environment settings, because I feel that  it's a little bit too strong for my taste.   it kind of negates some of the  benefits of the deep shadows we've got,   um that would be a shame. so yeah the formula is  really simple, the light jumps back to the back of   the scene in every new shot to hit the short side  of whatever way of filming, the shadows fall off in   our direction very nicely indeed, the backlighting  picks up all the beautiful edges everywhere,   everyone is happy, everyone is sipping coffee, easy  stuff. there is a caveat to reverse key lighting,   it is not always clear where the back side is,  especially in the shots that don't have a lot   of depth and no room to squeeze that light behind  this subject, like this shot in the camera number   three, so it's a tricky one to set the reverse key  lighting up, it is not clear where the shorter side   of the face or skull is but still camera is not  perfectly top down, there is an angle to it and so   it's possible to draw the action line and put  the light on the opposite side, let reflection   be your guide. in other words if the camera is on  the side A the key light should be on the side B. that brings us to the end of the video, to sum  it up we have taken a look at how to improve the   cinematic qualities of lighting using reverse  key lighting technique, it goes without saying   that direction matters a lot when it comes  to lighting and some directions are better   at creating an illusion of depth and roundedness,  of course it goes without saying that no single   technique is a silver bullet and it should  be motivated to work best and so on and so   forth and there are scenes and shots that call  for a completely different approach, but I hope   that you'll have a lot of fun integrating  this technique into your projects. as usual   don't hesitate to share your images, results,  videos with us, it is always appreciated! :)   oh a short snippet before we go! try it for fun.  I call it Dynamic Reverse Key, select the lights   and the camera and in a moment I will roll it all  around our 3D cursor... watch this... R, Z and let's go! whoa!!! the light that is always in direct  opposition to the camera, I think it is pretty neat. [dark viking music] thank you for watching this video! if you want  to learn more, much more in fact about upstage   lighting as a part of so-called framework  then I recommend watching Wandering DP channel,   in my opinion that's one of the best if not the  best and definitely most clear and straight to   the point sources on that subject and it's  totally applicable to 3D before you asked.   thanks so much for watching, that was Gleb  Alexandrov for creativeshrimp.com, if you liked   this tutorial, feel free to follow the link in  the description and check out our full lighting   course called Cinematic Lighting in Blender,  it is an extensive Blender lighting course   for 3d artists who want to take their lighting  skills to the next level and make cinematic, moody,   expressive lighting. drink more coffee and we  will change the world of computer graphics!
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Channel: Gleb Alexandrov
Views: 90,725
Rating: undefined out of 5
Keywords: Blender, tutorial, lighting, reverse key lighting, upstage lighting, narrow lighting, Cycles, blender (software), free, course, creative shrimp, gleb alexandrov, 3d lighting, realistic, cinematic, cinematic lighting, moody lighting, lighting course
Id: jrCtpmdAhF0
Channel Id: undefined
Length: 17min 20sec (1040 seconds)
Published: Fri Dec 23 2022
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