The equity in a system of the latter, however, is that the designer can never predict the client's reaction to an image, especially one rendered very convincingly by hand. The 'excitement' factor in a near-photographic drawing should never be underestimated. The magic of creating a realistic image by hand has never lost it's value in culture or commerce.
My hypothesis is that the principles of successful cinematographic product lighting with a single key light in Maya could help the ID visualizer understand and implement a powerful, if simple, lighting system on paper to accurately portray form and details of the specific concept. As Maria Palazzi, director of ACCAD, put it so succinctly, "Model with light."
The most recent steps in lighting the simple plane of geometric objects are now concerned, first, with a good composition and, second, with object-individualized key, fill, and bounce lights to create not just an interesting image but one that looks 'obvious' compared to a still life set-up with traditional theatre lighting. The objective is to avoid the hyper-realistic possiblities of too many lights, high levels of surface specularity, and unrealistic conditions and, instead, make an image we can relate to and establish a functional system analogy to help designers integrate the intricacies of successful lighting in their drawings.
Figure 01 shows a recent compostion with, now, several fill lights to bring reflected light into the shaded object features and cast shadows. Unless there is no light present, all surfaces and details will have some level of illumination and reflection.
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