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       #Post#: 11--------------------------------------------------
       Rim lights in scenery
   DIR By: Pam
       Date: May 20, 2021, 6:45 am
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       Rim lights are formed by the positioning of a light source
       behind or beside an object. When the light hits the object in
       question we only see partial effect because most of the side
       facing us is still in shadow, and the fully lit side is further
       away from us. This is similar to the appearance of a crescent
       moon - when the sun is hitting one side of the moon (relative to
       us), we only see a small sliver of what we know is a full ball.
       When the light hits it from the same direction we're viewing
       from, we can see the entire face of the moon.
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       A common use for this is to show two different light sources,
       such as in this scene from Quest for Glory. The tree on the left
       has two clear edges being lit differently - the left edge is
       light by a warm yellow light that we can safely assume is from
       the sun, by the conditions in the rest of the scene and the
       colour of the light. The right hand side is lit by a blue glow,
       which we can assume is ambient light from the blue sky. Because
       the sky is bright blue, it's common to rim light trees in this
       manner when going for a realistic but mysterious look. The blue
       isn't totally foreign to our eyes, but the strength of it is
       unnatural and feels interesting and a little magical/foreboding.
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       It's quite useful to show a transition in lighting conditions,
       as shown here in this scene from Gabriel Knight. On the left
       hand side of the image we have safe daylight, and the vegetation
       is lit accordingly. As we progress into the mysterious, wooded
       parts of the image, the trees are more strongly lit by a
       mysterious light source from the right side, and the light from
       the sun feels more light ambient light. This builds a great
       sense of foreboding, taking the focus away from the friendly
       light source that the sun represents and highlighting the less
       certain colours of a dark, wooded area.
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       Rim lights are also useful in the case of a single strong light
       source. In this scene from King's Quest 5 the primary light
       source is the open doorway that's letting in the glow of the
       desert sun. The foreground objects glow with a vivid yellow on
       their edges, which really helps to highlight the strength of
       this light source, and relegate the rest of the lights that
       illuminate them to bounce lights from this source. Using rim
       lights in forms with quite close values and hues like this
       really helps to define the forms and masses well - notice how
       well the column and assorted other objects read, despite being
       similar in colour to the floor and walls behind them. This
       division of a light just visible on the rim really does a great
       job of separating them out and making them clear and readable.
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       Another example is this scene from Full Throttle, in which the
       strongest light source hits the edge of the fence details really
       making them stand out despite the dark sky. This is also a great
       way to add strong highlights to an otherwise dark scene -
       lighting extremities helps to add diversity and definition
       without sacrificing the dark, shadowy feel needed for the scene.
       This also shows an example of a light source being more to the
       side than directly behind - notice how about half of the struts
       on top of the fence are lit, as compared to the much thinner rim
       lights we've seen before.
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       This scene from Simon the Sorcerer 2 shows a great use of rim
       lights to distinguish the foreground pipes from the dark scene
       behind them. Because the bounce lights here are also used for
       rim lighting, rather than diffused ambient lighting, it's also a
       way to add colour to what would otherwise be pure black objects.
       Notice here how the joins in the pipes also have rimlights that
       run along their circumference, as well as the edge, helping to
       show a change of plane very clearly, despite the fact that light
       probably wouldn't hit this area. It's an interesting example of
       ignoring realistic lighting in favour of visual clarity.
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       Another Gabriel Knight scene, this time with objects in the
       foreground, rather than the background, being lit on the edge.
       Here the left side shows various objects that have been lit this
       way, and as they move further and further out of the focal area
       of the scene (and 'away' from the light source shown by the
       glass door) the effect is less and less strong. This adds nice
       definition to the objects without  having to colour them in a
       way that would be distracting, and is a nice way to add some
       subtle purple colours into this part of the scene, without being
       as distracting as the purple candle in the bottom right.
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       This scene from The Dig shows two equal and opposite light
       sources (in a nicely complementary palette) with rim lighting
       helping to show the directions each light comes from clearly.
       This makes for a very moody, atmospheric scene that's clearly
       divided into two parts. The strength of yellow features among
       the purple areas also really helps those particular forms to be
       very easy to understand, visually.
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       This Fate of Atlantis shot shows us looking directly down at a
       pool of lava, which gives a very warm, glowing feeling. By using
       pink and orange rather than pure yellow (which is what we'd
       usually expect from a yellow light source), we view the light
       from the lava to be more of a warm glow than a bright glare.
       Notice also that the rim lights get darker as they recede from
       the light source, another way to help show the distance. The
       diffusion of light here also acts in a similar way to
       atmospheric perspective, with the objects getting closer in
       value to the light source the closer they are to it.
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       A very strong example of the power of rim lighting is this scene
       from Monkey Island 2. The mass of complex, overlapping forms
       here would be a visual mess, save for the fact that their edges
       are very clearly defined by the blue and orange lights from the
       sky and lanterns. This not only makes for a beautifully moody
       night scene with a great atmosphere, but means that we can see
       where we can and can't go. This shows rim lighting as a great
       way to show planes, edges, curves and establish depths by very
       clearly indicating overlapping elements.
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       One last word, and something I sometimes see that I'm not too
       fond of, is where I see rim lighting where it's very hard to
       imagine a light source. Notice in this scene from Shannara the
       left bedpost, which sits right against the wall of the room. The
       blue rim light here is hard to accept - we can clearly see what
       lies on this side of the post, and it's a brown wall with no
       blue shade whatsoever. This makes the blue rim light feel quite
       fake and wrong. Notice how it feels less 'off' in the elements
       like the dragons at the foot of the bed - they're not great, but
       because there's no wall there, it's much easier to imagine a
       light source coming from this direction.
       I love using rim lights - whether for adding definition,
       balancing colours, showing the strength of a light source or
       simply making a scene feel more atmospheric. They're a handy
       tool to instantly bring any object into a scene, and also for
       adding a bit of colour to a dark area in your background. As
       long as you're relatively careful to ensure the possibility of a
       light source in the direction you're suggesting one, they're
       very easy and a great tool.
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