Formations professionnelles

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FUNDAMENTALS OF LIGHTING & RENDERING AND CINEMATOGRAPHY

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FUNDAMENTALS OF LIGHTING & RENDERING AND CINEMATOGRAPHY

GENERAL DESCRIPTION

Introduction to node-based compositing in Nuke. Students will learn the interface, workflow fundamentals, and core compositing techniques used in professional visual effects production pipelines. This course serves as an entry-level gateway into digital compositing and VFX workflows.

TARGET AUDIENCE

• Beginners interested in visual effects and compositing
• Film, animation, and post-production students
• Artists transitioning from other software or creative disciplines
• Individuals seeking an introduction to professional VFX workflows

PREREQUISITES

familiarity with Maya and Photoshop

PRICE

Régulier  755,40 $ + taxes
   

Duration

Language

30 hours   

English       

DATES

Tuesday October 6 2026, 6pm to 9pm
Tuesday October 13 2026, 6pm to 9pm
Tuesday October 20 2026, 6pm to 9pm
Tuesday October 27 2026, 6pm to 9pm
Tuesday November 3 2026, 6pm to 9pm
Tuesday November 10 2026, 6pm to 9pm
Tuesday November 17 2026, 6pm to 9pm
Tuesday November 24 2026, 6pm to 9pm
Tuesday December 1st 2026, 6pm to 9pm
Tuesday December 8 2026, 6pm to 9pm

LOCATION

École NAD-UQAC, Îlot Balmoral, 1501, rue de Bleury, 7e étage, Montréal (Québec)  H3A 0H3

The course is offered in a remot format.

The instructor teaches remotely, and participants can log in to a computer at NAD School to work remotely.

TYPE OF TRAINING

Practical and theoretical

Certificate issued at the end of the course

A certificate of participation is issued to those who have attended more than 80% of the training hours.

ABOUT THE INSTRUCTOR

Frederic Durand

Professional VFX artist with extensive experience in LIGHTING, SHADING, TEXTURING, COMPOSITING, SCRIPTING and generalist applications across feature films, television, and commercials.
Teaching experience at various institutions: focusing on lighting, texturing, shading and compositing techniques. Student and intern mentoring.
Supportive and passionate leader and manager, having held lead lighting and supervisory positions within teams. Strong traditional art training and background.

Fred Durand - LinkedIn
 

CONTENT (Course Description)

###### W01 - WHAT IS LIGHTING?
my story, instructor presentation
motivational speech!
intro: what lighting is 
less is more & flat is bad!
no lighting control without camera control pt1
The usual suspects:
camera / lighting / shading / texturing / layout
story1: a cube and a plane
story2: a cube on a plane

—————————————————————
###### W02 - LIGHTING AND RENDERING INTROS
what shading is
surfacing and shading?
darkness and lightness:
tao, ying and yang, Notan
role of shadows
no lighting control without camera control pt2
building or dice, the focal length
camera control in Maya
    Aspect ratio
    render settings vs camera AR
    Camera controls and visibility
Render settings control 
rendering time vs artist time
What contribute to rendering time?
The usual suspects::
modeling / texturing / shading / lighting / rendering 
quality settings
Anti aliasing: brute force or adaptive
render etiquettes
rendering time vs quality
image formats

—————————————————————
###### W03 - PRE LIGHTING CHECKUP
prep 2 lighting:
modelling 
    subdivisions    
    scale vs dimensions 
    normals
    hierarchies and parenting

color management pt 1 (pt2 in lighting2)
ACES in Maya
Vray and Arnold color management
Rendering for Nuke
Texturing from Painter
Texturing rules

Lighting checklist:
    color/gel
    intensity/brightness/wattage
    orientation/incidence
    direction N W E S
    position
    altitude
    distance to subject
    patterns/gobos
    size softness/hardness

VR/AR 1 hour scenic tour 
let’s see where tools are,
having an overview as soon as possible is essential

—————————————————————
###### W04 - LIGHTING CONSTRUCTION AND PHILOSOPHY PT 1
What the quality of light is
Kitchen scene: Natural DAYLIGHT outdoor illumination setup
directional (sun) + dome light (sky)
active vs passive L    
local vs global L    
light dissections pt1
        directional L
        PBR limits
            simulating not copying
            sun is not a sphere light !
            godrays and spots
            shadows sharp
                physical vs non-physical
                unity
                shadows
                color
                softness

—————————————————————
###### W05 - LIGHTING CONSTRUCTION AND PHILOSOPHY PT 2
light dissections pt2
domeL - skydome
indirect vs direct L
raytracing vs global illumination
HDR panorama anatomy investigation
    latlong latitude-longitude equirectangular spherical
    good/bad HDR
        resolution and definition
distance to subject
size softness/hardness
GI vs DL
sun and sky alignment
specularity and roughness/glossiness
invisible for rendering

—————————————————————
###### W06 - LIGHTING CONSTRUCTION AND PHILOSOPHY PT 2 
Available L vs studio L 
visible L (noticeable) vs invisible L
unity and multiplicity 
star L vs supporting L
active vs passive L

My lighting ecosystem
light source vs source of light -> light source that should not looks like a light source
light source VS source of light
simple VS simplistic
complex VS complicated
natural vs artificial L
    window L
    ceiling L
    patio L
    bonus: filler L
    door L
light dissections pt 3:
portal lights (VR vs AR)
day for night
denoiser intro

—————————————————————
###### W07 - LIGHT SOURCES DISSECTION PT 1 
light categories: bigL (VR,AR) vs smallL(MA)
small L:
    - manual
    - fast to render
    1000 spots > 1000 areaL
    - flexible 
    - fast rendering time
big L:
    - automatic
    - realistic
    - slow rendering time

shadows myths
    black and opaque ?
    colored and transparent ?

light dissections pt4:
spotlights
    manipulations
    spot vs flood
    no falloff default
    shadow fringe
    gel
    gobos
    decay
        physical quadratic 
        artistic
        curves VR
        ramp projection AR VR

—————————————————————
###### W08 - LIGHT SOURCES DISSECTION PT 2
    IES/photometrics
            tone mapping / overexposure issues
            overexposure solutions
                    Reinhard NO
                    ACES
                    Nuke
    Points vs sphere lights
    Rect lights
            softness vs brightness
            reflectors
            visibility 
    Mesh light
            emission of light
            Self Illumination vs Global illumination
            subdivisions issues
            exposure issues
            bloom and glares

—————————————————————
###### W09 - LIGHT LINKING AND INTRO TO VOLUMETRIC LIGHTING
light linking technique
        usage and artistic problems
AR light groups or VR light selections for compositing
Volumetric lighting pt1 (pt2 in lighting 2)
        rendering vs container method
        atmosphere vs light shafts
        VR/AR or Nuke solution    
        color and smoke effects

—————————————————————
###### W10 - INTRO TO MOTION BLUR AND DEPTH OF FIELD
photo realism or realism? 
    definitions and examples
Intro to motion blur
        VR/AR settings
        real world measurements
        focal length influence
        exposure issues
        focal planes and rack-focus
Intro to depth of field
        VR/AR settings
        real world measurements
    rendering time and quality
    outro: what postponing to Nuke
 

Information

* L'École NAD-UQAC est un établissement agréé par Services Québec et par le Ministère de l’Éducation. Par conséquent, toutes nos formations sont admissibles à la Loi 90 ou au crédit d’impôt pour la formation, que vous soyez une entreprise ou un individu.