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Exposure
w/hy does a 3D artist need to know about cameras and
You need to understand how real photography works in exposure
order to
match or simulate the ettects ot a real camera in computer
graph-
ies.Whether you are rendering visual efftects elements that need to
beintegrated with live-action tootage, or are just trying to make
a 3D scene look more cinematic and believable, it helps to under-
stand how exposure works in real cameras, and to be able to read
thenotations in a camera log regarding lenses, f-stops, and shutter
angles. Your understanding of real cameras can also help you shoot
CHAPTER SIX bracketed sets of shots that are ideal for creating High Dynamic
Range Images (HDRIS) to capture the lighting at shooting loca-
tions so that you can precisely match it in 3D graphics.
CHAPTER SIX: Cameras and Exposure 20
202 Digital Lighting and Rendering
need to turn on DOF in your software if vou want your entire scene in per
ulate their side effects in the computer, and how other aspects of a camera
fect focus. If you want deep focus with just a small amount ot blurring on
such as lens imperfections can be simulated for more realistic renderings.
objects that fall out of focus, turn on DOF but use a higher t-stop number
such as f/22.
F-Stops and Depth of Field As you move into lower f-numbers, such as t5.6 tor instance. parts of your
Depthoffeld (DOF) determines how much of your scene is in focus. With a scene will fall out of focus. Take a look at the left side ot Figure 6.3; it was
narrowDOE only a narrow slice of your scene remains sharp near a specihed rendered at f/5.6, and you can see that both the candles in the background
focal distance; everything farther from or closer to the camera is blurred. With and the columns in the far background are a bit out of tocs.
a deep DOF more of the scene (sometimes all of your scene) is in focus.
Figure 6.3]
A photographer or cinematographer controls a camera's DOF by adjusting A medium aperture of f/5.6
the size of the aperture, the creates a larger DOF (left),
opening through which light travels in order to while a large aperture of
enter the camera. T he
aperture size varies via of metal f/1.4 produces very shallow
as shown in Figure 6.1.
an
arrangement 1ap DOF (right).
door scene.
Be careful not to scale the camera itself if this might scale the focal dis
tance in your software. In some programs, scaling the camera also scales all
Setting the Focus
You can focus the camera at only one focal distance. You need to choo
distancesofthat are
parts of the camera, so if you scale up the camera for the
purpose seeing a bigger icon, you might have the unwelcome side effect of
an object to focus on, and measure the distance between the camera an the wrong focal distance.
throwing your camera to
that object.
A great way to check the distance between the camera and the object Pulling Focus
want to appear in focus is to adjust the camera's near or far clipping pla
that only the near or far half of the
object is visible in your camera's vic
Changing the focus on the camera during a shot is called a focus pul. In
live-action filmmaking, a crew member needs to pull the focus on the cam
After you hnd the number
you want, make sure you return the clipping era if the focal distance is adjusted during the shot. Common types ot tocus
planes their original values and use the distance value
to
that you tested
as the focal distance
for your DOF. Figure 6.4 shows the far clipping pla pullare the follow focus (adjusting the focal distance to keep an actor in
focus when the actor or camera moves) and the Tack focus (using a tocus
being adjusted to the middle of the front candle
flame, establishing the thing another person
value that will be used as the
focal distance. shittas transition from focusing
a on one
person or to
orthing). Usually, the focal distances involved worked ahead of are out
It can be more accurate
perform the clipping plane trick than to use
quick display of "distance from
to
a flming, and desired focal distances marked, the focus pull operator
are so
the selected object. A distance from camera A similar approach usually looks best in computer animation: It your subject
plays the distance to the attribute only
the exact object's center or
pivot point, which may no moves closer or farther away from the camera during the shot, simply choose
part of the object three keyframes to set the focal distance and let your DOF animate
where you wanted to
focus. Some
progral
two or
CHAPTER SIX: Cameras and Exposure 207
206 Digital Lighting and Rendering
the distances closer to camera. Keep in mind that if you render a scene with too narrow a
DXOE, it can make
like miniatures in dollhouse instead ot lite-sized people.
your characters look
a
TFigure 6.71
Hyperfocal Distance When a lens is focused at its
Finding the Area in Focus yperfocal distance, every-
You might imagine that focus is uniformly distributed around the focal dis- thing in the background is
in focus.
that if you focus on an object 3 meters away, objects at 2
tance, so meters
Camera
and 4 meters are equally blurry. However, this is not the case.
When a camera is focused to a specihc focal distance, you can expect about
one-third of the area in focus to be in the foreground, closer than the focal
distance, and about two-thirds of the area in focus to be in the background,
beyond the focal distance, as shown in Figure 6.6.
1/2 1/2
Figureone-third
6.6) of the
About area
in focus will be in front of
Focus-
your focal distance, and Inbright daylight scenes, when the focal distance is more than few meters a
two-thirds will be beyond it. from the camera, it is likely that the far distance and the sky will be in
Camera tocus as well. At night or when you are indoors, backgrounds often fall out
of focus. f your background is an image mapped onto a sphere surrounding
your scene, leave it fully in focus for most of your daylight shots. If you need
to visually separate the foreground from the background, ceonsider adding
some mist or haze on your daytime backgrounds instead of blurring them.
Depth ef Fieldu1/3 23
Using Bokeh Effects
where all
Ou ve probably seen pictures with out-of-focus backgrounds,
bloom into little balls of light.
areas in the background
ne lights bright
or
of the image
nstead of just a smoothly blurred area, the out-of-focus parts
210 Digital Lighting and Rendering
CHAPTER SIX: Cameras and sure 211
Exp
quality of a lens.
lenses are described as very smooth and
Lenses have different bokeh. Some
creamy; this means the
lens blurs things in much the same way as a render
have been smoothly Gaussian
er's default DOF, making areas look like they
blurred. Orher lenses make very defned circles or seem to put rings around
of focus.
bright points of light when they fall out
Some renderers like Mental Ray can render bokeh effects through a plug-i
or lens shader. Other renderers (like VRay) have bokeh options integratod
into the main DOF rendering options. Either way, you are provided with
Figure 6.10]
a set of controls that influences how out-of-focus features appear in your By varying the number of
rendered image. The results are most visible around lights, highlights, or blades, the bokeh around
the flames can be made
small bright objects that fall out of focus. The background candle flames i round with zero blades
Figure 6.9 look like pentagons because of the bokeh effects used. (left), seven-sided with
seven blades (center), or
Each bright spot that falls out of focus can appear to be a bead or circle of eight-sided with eight
blades (right).
light, or can take on a specihc shape such as an octagon or hexagon.
Renderinng
and
Lighting
212 Digital
are matching
the bokeh ffron a spe- When the camera moves, dr wnen objects enter or leave the frame, blurred
aperture.
If you
six-blade
like a highlight from.
out-of-focus highlight from a photoora
looked
can crop
out an
out-of-focus
hiects tend to enter the trarme sooner and leave later than you would guess
cific camera, you bokeh map. f vou were looking at the scene within your 5D program without DOF This
that as a
camera
and use
that
taken with fe a natural result of how rays ot light are gathered from more angles when
DOE However, does mean that you need to be careful
Hidden Image Areas you are simulating it
Depth of Field and about what objects exist just outside ot the frame: Don't assume that some
reveal parts of your 3D scene that
of field can are t thing is completely hidden from the audience just hecause it is outside of
Rendering with depth shows this
visible you render
if without DOE Figure 6.l2
how can Work A
[Figure 6.12
Look carefully at the right To save rendering time, some people render without any DOF and then
edge of the frame. When the
Scene is rendered without create a fake DOF etfect during compositing. A number of plug- ins can
any DOF (to0p), theres no even simulate bokeh ettects in compositing programs. However, be careful
candle visible on the rignt
side. When when you use these techniques, because the lack of extra image information
the exact same
Scene is rendered with DOF
(bottom), you can seea
behind foreground objects and off the edges of the screen c a n lead to arti-
candle on the right edge of facts where blurred objects pop on and off screen unnaturally. If you fake
he frame, which had been your DOF in post, you may have to render a larger image, with an extra
positioned just outside of
the camera's view. 100 pixels around each edge, and then crop it down to your final size after
adding bokeh effects to ensure that objects enter and leave frame smoothly.
Computational Expense
Rendering
D
with DOF and bokeh be expensive. When you first
can
you can see your scene becoming more grainy or noisy, and the only
turn on
good way to reduce the noise is to turn up the number of sanmples. However,
it you turn up the samples high enough for a noise-free image with shallow
DO, you can greatly slow down your renders.
ot focus a part of your scene falls, the more likely it is to appear noisy. Iurn
up your samples as high as you need to smooth out the noise, but certainly
no higher.
25
CHAPTER SiX: Cameras and Exposure
Rendering
and
Lighting
214 Digital
render have a
little bit of noise sible in areas
visibhl. h l i n g the amount of time the shutter stays open makes an image twice
frames you Doub
If the full-quality problem. Noise reduction filters as bright. A shutter specd ot 4 of a second would allow twice as much light
avail
thatfall out ot tocubs ch as Nuke o
software such as
Nuke
orr After Effects
After can
c an
smooth out to ach the flm
reach
as a speed of % of a second. In the viewfnders and controls
able in compositing side effect of using a noise ofmany cameras, abbreviated labels show only the divisor (the second num
are a little
bit noisy. T he only reduc
areas that to indicate a shutter speed. For example, so of a second
that it sometimes causes a little m o r e blurring and rediuc
herin the fraction)
tion fhlter is ilter to an area that is sun labeled 250, or oo of a second is labeled 2000. In this case, what appear
if you apply the osed
well as noise. But
details as the smallest fractions of a second.
and out of focus already, this should not be a problem
blem. tobe the highest numbers actually refer to
to appear soft
picture speed, you are more likely to
camera, Instead of shutter
Ina motion
angle.
called the shutter The shutter of most motion picture
Motion Blur see a control
Shutter Speed and cameras is a revolving disc. The disc rotates 360 degrees for each frame
that results when is c a u u d
movement A window behind the disc allows light through to the film
Motion bur is the directional streaking thatis exposed.
on a real camera that intluence motion I he shutter angle controls the angle of the open
during the exposure. The controls
when the shutter is open.
are the shutter speed (in stills)
or shutter angle (in motion pictures). shutter, which be made
can narrower by the position of a small
ingin the
represented in Figure 6.13.
metal flap, as
Shutter Speed and Shutter Angle A shutter angle control is also used
to control motion blur in many 3LD pro- [Figure 6.13]
An opening in a revolving
camera's shutter opens RenderMan and Maya. shutter creates the shutter
Shutter speed is a measurement of how long a to
grams, including halves of
usually expressed fraction angle. The two
light to expose the flm. Shutter speed is as a
of 180 degrees means that the shutter is open
The common shutter angle the shutter can rotate to
second, such hzs. The longer the shutter is open, the more light rea
of the time. At a 180-degree shutter angle, make the opening wider
half of the time and closed half
as
or narrower.
at 24 fps
he film. to half of the frame rate. For example,
theshutter speed is equal the shutter speed is As of a second.
with a shutter angle of 180 degrees,
what portion of the framne rate is
tells
Frame Rates The shutter angle divided by 360 you
if the shutter angle
being used as the shutter speed. For example,
Video and motion picture cameras have a frame rate, which is measured in frames per second (fps). The actually of the time. Therefore, a
is90 degrees, then the shutter open to shutter speed of 1/4* 24), or
is one-quarter
frame rate specihes how many individual frames or images are exposed per second of moving film of vi
90-degree shutter at 24 fps is equivalent a
Motion picture hlm is usually shot at 24 fps, which is called sound speed because it is the standard speed Y96 of a second.
film with synchronized soundtrack. Prior to the invention of sound, camera operators would crank movin
a 360
Going all the way up to
frame, and that nothing jumps into position the first frame that has been
at
somewhere else immediately prior to the first frame. These are easy mistakes
for an animator to make, but become visible only when you render with
motion blur.
Because camera motion also causes motion blur, make sure you also check
for consistent camera work immediately betore and after the animation.
Softimage asks tor a shutter open and shutter close time. For When animating a camera position, don't let the camera jump suddenly
example, if y
have shutter open at 0 and shutter close at 0.5, that is a
180-degree shutter between frames, as if to simulate a cut; the motion blur will badly distort
angle, which samples motion during the first half of the frame duration. If those frames.
an animator wants to avoid
having a particular pose motion-blurred at a
particular frame, he can create a half-frame "hold." Making the character ( The Comet Tail Myth
part of the character) hold still during the interval
being sampled produces have trails fading off behind a
crisp image of the pose with no motion blur. Photographs be created that appear
can to
the end
keep your shutter
angle between 90 degrees and Bered at the end of the exposure or a subject that stops moving near
motion blur would look different if the cars were driving in reverse.
rer was closed, making it difficult to follow their motion between
frames.
[Figure 6.151
This shot would look just Figure 6.16]
The wheel turns
the same if all of the cars counter
clockwise between these
were driving in reverse.
Motion blur does not fade frames, but to the viewer it
off like a comet tail--it looks as if the wheel turns
blur. Rendering software hardest things to accurately TOgressive scan is the simplest to understand. For each trame, the cameras
and sample the motion motio Snutter opens only and captures the full inmage. The image consists of
must slow down a
once
times per frame to
from one frame's
render a fully round severa
rotation, instead of a linear number of horizontal scanlines, which horizontal
are of pixels running
rows
position to the next. Further streak allne way across the screen from left to right. Scanlines are recordedor
complicating things, rapiu uismitted one at a time, from top to bottom. To display each frame, the
220 Digital Lighting and Rendering CHAPTER SIX: Cameras and Exposure 4
complex, because each frame consists of two motion in separate video fhelds. When you activate this, the renderer out
Interlaced video is more
'The first held consists of all of the puts twice as many image iles, Iendered at each frame as well as at each half
different exposures.
fields taken in two
will halve the amount of motion blur as well. Some 3D artists even turn off
Figure 6.17]
Two fields are interlaced
motion blur wheninrendering6.18
fheld-rate video ourput. The renderings of an
from the first field, from top to bottom, which displays only every other line lower two renderings.
Then it goes back to the top and hlls in the alternate scanlines from the
second fheld.
adopting the format was that motion would be sampled twice as frequerntly,
resulting in a smoother, more accurate reproduction of motion. Instead of
having the shutter open only 25 or 30 times per second, it opened and cap
tured a feld 50 or 60 times per second. This meant that
moving subjects
were scanned twice as frequently. Also, the flickering of screens would be
less this way, because the electron beams would
refresh the screen at twice
the frame rate.
2
as shown in Figure 6.19.
them during visual effects work so that you can pertorm rendering and com a real camera: aperture (t-stop), shutter speed, and film speed (ISO).
c a n expand output back to
on a 24-fps basis. As a hnal step, you
positing
30 tps by simulating a 3:2 pulldown process in compositing software. Photographers refer to each doubling of the amount of light captured as
TFigure 6.19]
4 Film Speed and Film Grain
a stop. Of course opening to a wider aperture by one t-stop
so is using twice as slow a shutter speed or using twice as tast a flm speed.
Adjusting any parameter to allow the camera to capture twice as much light
is a stop, but
high-1SO image can lose quality and appear speckled with colored dots. dluy adjusts the shutter speed whatever f-stop you
want without seeing
to change the aperture to
Cedom
the image get brighter or darker.
224 Digital Lighting and Rendering CHAPTER SIX: Cameras and Exposure 225
have
Of course, in addition to automatic nmodes, cameras alsO a manual of the shot while printing in a darkroom. I hroughout this
process, every
mode where you can set the aperture, shutter speed, and 1SO all possible step is taken to adapt and control whatever light is available
exposure into
by yourself. In manual mode, any
time you open the aperture by one ston, the tones that the photographer wants to achieve in the fhinal print.
or choose a stop slower shutter speed, you see the overall exposure value
How do we translate this into 3D graphics! How can we focus on con-
get brighter. In manual mode, you can still take advantage of reciprocity,
but you have to do it yourself; click the aperture open by a few stops, then trolling whichtones appear in our images as
caretully as a professional
photographer! A good place to start is to look at a histogram.
choose a different ISO or shutter speed to compensate it you want to main-
tain the previous exposure value.
Using Histograms
The Zone System A histogram is a chart showing how frequently each possible tone appears in
an image. Most paint and compositing sottware has a histogram function.
When casual photographers take snapshots, they usually leave the camera
in an automatic mode. Automatic exposure adjusts exposure controls in the
Figure 6.21 shows atypical histogram. For each of the 256 possible leves
camera based the average amount of light in the scene, essentially tryin:
on
in the vertical column
to bring the scene as close as possible to a medium
of brightness image, a is plotted. The height of each
gray. This provides an column is determined by the number of pixels in the image that use the
exposure that is "corect" in the sense that what is visible will be recorded
on the fhlm. tone. The columns on the left show the number of pixels using black and
dark values, and the height of the colunns on the right shows how many
A professional photographer, the other pixels use brighter tones, up to pure white on the extreme right.
on
hand, starts designing a
photo
graph based on his own impressions to craft an image that uses the tones he
chooses in each area of the frame. Instead of [Figure 6.21]
letting the camera bring a sno HISTOGRAM
Scene to A histogram shows how you
an
average gray level, he might prefer to make the snow white.
nanneKOE are using the tones in your
To achieve this level of control, rendered image.
photographers practice an approach called
the Zone System, which describes
tones that can be printed in 1l levels.
Zone O is pure black with no detail, Zone
1 is the first perceptible value
lighter
than black, Zone 5 is medium
gray, and so on to Zone 10, which
up
is pure white
Photographers use special filters that darken the Zone System than
more to
is up to the creative control ber of stops, the sky by a certain
develop and print the fhlm in nun
of the photographer.
levels of contrast,
and, as a last resort,
different ways to achieve difteren
adjust the brightness of different cas
a
and Rendering
CHAPTER SIX: Cameras and Exposure 22
226 Digital Lighting
Leves
FHgure 6.22)
Underexposure appears as
HISTOGRAM nanne EGB
OK
the left Channel: RGB 160 .v0255
a concentration on InputLeves Cancei
side of the histogram.
uto
OpTns
9 255
p tLeves:
erevew
5ope Entire Image
is thar it interactively to
Thecool thing about the Levels tool
you can use
6.25 shows
the different zones of your image. For example, Figure
explore
tones in scene. ihis causes every tone
the triangles framing the brightest
a
to check that
Photoshop's Levels tool includes a histogram as a part of a plate, it is especially important
tor
powertul l
changing the brightness and contrast of an image. As shown
the
els match background plate.
6.45, immediately beneath the
Figure in
the gamma of
your image. changu
228 Digital Lighting and Rendering
CHAPTER SiX: Camer re 229
Exposure Value
davs of film photography, and you are much less
likely to see it implemented
than the relative scale that's common in most digital cameras.
calculates the brightness of your exposure.
overall
The Exposure Value (EV)
the exposure, but a result
of all three fac.
factor in
The EV is not a separate
tors shutter speed, ISO) put
(t-stop,
together. Bracketing
Bracketing is the process of photographing a set of multiple exposures at dif-
mode using a real camera, you choose
If you are in fully manual exposure have
the f-stop, shutter speed, and 1SO tor yourselt. A display on the camera ferent exposure values. Many camerasautomatic bracketing function
an
that at the push of the shutter release, number of exposures (often three
indicates the EV that results trom your decisions. You cannot adjust the so a
EV directly when you are in a fully manual exposure mode; the EV is just or five) will be raken, each ofset by a given number of EV. For example, the
display that shows you how the bright the
shot will appear, compared to th camera could take one shot at -2 EV, one at O EV, and one at +2 EV. This
would give you a choice of expOsures when you went to select and process
camera's own metering.
your shots.
It are in an automatic expOsure mode where the c a m e r a is automati-
you
cally setting at least one of the three factors for you, then the EV becomes Going beyond basic automatic bracketing, SD artists often shoot sets of
an adjustable preference you can set. In this case, when you set the EV to images taken over a much wider range of exposure values in order to assem-
ble High Dynamic Range Images (HDRI). HDRI will be discussed more
a neutral value of 0, the camera tries to adjust the f+-stop, shutter speed, or
inChapter 8, but to capture all of the colors and tones of light in a scene,
ISO to make the image as close as possible to a middle-gray value accordi
the darkest to the lightest, you need to employ manual bracketing and
to its exposure meter. If you set an EV of 2, you are saying that you prefer from
learned in this chapter about camera
the image to be exposed two stops brighter when the camera makes its aut take advantage of some of what you've
matic adjustments. exposure.
tripod and setit
When you adjust the EV to be one stop brighter on a canmera in a fully aui To manually bracket shots for HDRI, put the camera on a
full manual mode with low ISO such 100. Focus the
as and set canmera
matic mode, you may not know whether the camera will open up the aper- to a
Lens Distortion
is modeled as a straight
In 3D rendered images, every line that
most
The amount of curvature you get depends on what kind of lens you
of the image is bowed outward and the edges and corners are
compre
More extreme curvature is seen in shots taken with a fsheye lens, wi
covers a very wide fheld of view but often greatly curves and distorts ti
Image, as shown in Figure 6.25.
On many :0om lenses, barrel distortion appears when the lens is zoome
Out, but the opposite problem, pincushion distortion, appears wnen the l
z0omed in.
Pincushion distortion warps an image inward, making the
e
smaller, and is usually a result of an attempt to correct for barrel tortio
In zoom lenses.
232 Digital Lighting and Rendering
CHAPTER SIX: Cameras and Exposures
Figure 6.26]
different colors ot light fall out of alignment the hlm or sensor creates
on
A 3D scene rendered with a colored fringes of CA. Because CA is more prevalent in cheaper lenses, you
wide field of view (left) can might simulate it it you' re processing your renderings to resemble camcorder
sometimes be made more
natural by simulating barrel footage. You're not likely to see as much CA in background plates shot for
distortion (right). feature films.
Although 3D software can simulate real camera lenses and lens distortion, and blooms. If you are using a custom bokeh
map, oftset a warmer colored
you canalso render without distortion and then copy of the image to one side and a cooler colored copy of the image to the
warp the rendered frames
Other side of the map the
a
composition program. Most compositing software includes
warping funC
to create
impression of CA in your bokeh effects.
tions that can simulate barrel
distortion.
Adding barrel distortion has an added benefht in some shots: When the Vignetting
camera pans tilts, the distortion almost resembles
or
Vignetting is another flaw that is common in many lenses, and most visible
you are trying to sell a 2D matte
a
perspective shilt. I1
and pronounced in cheaper z0om lenses. Vignetting simply makes the edges
painting as if it is a more fully modeled 51
environment, then you don't want a pan or tilt to and corners of the frame darker than the center of the image.
background is scrolling by. By adding a pan or tilt simply appear as if the
distortion, you can create a much along with some barrel Some directors intentionally produce this eftect for creative reasons, such as
more natural
and help them look
like larger integration of 2D
backdrop when they are showing the point of view of a killer who is following some-
spaces filmed with a
wide-angle lens. one, or in a flashback to make a memory appear more taded. Sometimes
directors actually smear Vaseline around the edges of a hlter tront in of the
Camera, which causes the edges of the frame to become both dark and blurry.
CHAPTER SIX: Cameras and Exposure
234 Digital Lightin9 and Rendering
a backgroun.
can correct
minor vignetting in
Dund Figure 6.28]
Most compositing programs Even though most 3D artists
darkening the edges
of
sL
elements.
Vignetting is alsn
consider lens flares tacky
plate or match it by
models. and overused, they can be
SD camera
offered as an option in some
used sparingly in places
can also achieve a sort of natural vignetting through ha where they are motivated
In some shots, you by a bright enough light.
If you light a shot so that the main subiect
you your image.
light or compose
and the edges and corners fall off
toward the center of the frame brighter,
is
attention is focused toward the center
into darkness, then the audience's
with a dark wall or corner in the
of frame. Sometimes shots can be
tramed
dark frame tor the subject. In these kinds of
foreground, creating a naturally
benetits of vignetting without intro-
cases,you can have the compositional
bad lens artifact.
ducing anything that looks like a
graphics. Use lens flares only where they are very clearly motivated, such
as when the sun or another very bright light is directly visible in the scene,
or in scenes where characters being out in the bright sun is a story point.
Figure 6.28 shows a photograph in which the sun's reflection on a building
caused a lens flare.
If you use a lens flare, render it as a separate pass. To do this, simply hide
everything else in the scene except the light that is making the lens flare,
and render it as a separate hle sequence. This way, you can add or screen it
over your rendering in a compositing program, and you won't risk rerender
ing a full scene just to adjust a lens flare.
In many cases, you can avoid lens flares and instead simulate halation (also
known specular bloom), which is the glow and occasional streaks of light
as
while the image is learn from the best that photographyhas to ofter, and cratt well-exposed
jected, the halation is stretched out squashed. When pro to
appear to be
horizontally, so that glows around lights
elongated bars or streaks instead of circular
images where every tone counts.
glows.
236 Digital Lighting and Rendering CHAPTER Six: Cameras and Exposure 237
slow shutter speeds, and look at the differences. Set yourself up with
Exercises tripod and try shooting a full set of images to create an HDRI.
a
data, and you can even edit the data if you need to correct any of it. O
a Mac, right-click an image and cho0se Get Into to see basic EXIF da
but you can see more embedded information using File Viewer from th
Mac App Store. On portable devices, numerous apps are now available
that let you view embedded EXIF data.
By reading the EXIF data, you can learn fronm your own mistakes and
from others by reviewing the EXIF data from pictures you like, as well
from pictures that didn't come out very well. If a picture looks too noi
check what ISO setting vwas used and seeif it could have been shot wi
a slower shutter speed or a wider aperture instead. If a picture has a lot
of visible motion blur or camera shake, check to see what shutter spevl
exposure time) was used. If you like a soft-focused background, check
what f-stop was used that caused the results
you like.
2. Spend some time with a camera that has full manual controls. Iry
taking some shots indoors and outdoors using full manual mode
just to practice adjusting each parameter for
yourself. Professional
photographers use all different exposure modes, and shooting in manual
mode is not
necessarily
the best choice for
every shooting situation, but
it is great tor
practice and as a learning
priority and taking a picture of
experience. Also try aperture
someone or
f-stop, a middle value, and the narrowest something
with the widest
changes the DOF and clarity of the f-stop; see for
yourself how
image. In shutter priority mode, uy
shooting a moving subject such as a
fountain with very fast and very