FUNDAMENTALS OF LIGHTING & RENDERING AND CINEMATOGRAPHY
REGISTRATION IS NOW OPEN
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.
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
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###### 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
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###### 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
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###### 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
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###### 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
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###### 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
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###### 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
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###### 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
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###### 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
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###### 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.
