Shape it with light.

A plaster bust, a grey ball and a chrome ball in a small studio. Move the lights around the subject, change their type, size and colour, measure them with a light meter and watch a physically based render refine itself. From the inverse square law to Rembrandt, HDRIs and False Color.

STAGE
    3D Viewport
    Drag a light to move it around the bust · MMB orbit · Wheel zoom
    Render
    LMBSelect / drag a lightWheelDistance of the selected lightMMBOrbitHHide / showCtrlZUndo
    KEY IDEAS

    Direction, size, colour, amount

    Every light is described by where it comes from, how big it looks from the subject, what colour it is and how much there is. The rest is balance between lights.

    Inverse square law
    At twice the distance a small light gives a quarter of the light: 2 stops less.
    Apparent size
    A light that looks big from the subject gives soft shadows; a small or distant one gives hard shadows.
    Key, fill, rim
    The key draws the shape, the fill opens the shadows, the rim separates the subject from the background.
    Lighting ratio
    The light on the lit cheek divided by the light on the shadow cheek. 2:1 = 1 stop, 4:1 = 2 stops, 8:1 = 3 stops.
    Colour temperature
    In kelvin: low values are warm (candles, tungsten), high values are cool (shade, blue sky).
    Middle grey
    A surface that reflects 18% of the light. Exposure is measured in stops above or below it.