Shotcraft
Animation

Lighting TD

Lights CG shots and sequences, building the light rigs and holding continuity across a cut.

What they do

A lighting artist receives an approved animation cache, a set, look-developed assets and a camera, and returns a rendered shot with its passes. The work starts at sequence level: a key lighting artist builds a master rig for the sequence, deciding where the key is coming from, what the ambient and bounce are doing, and what the colour script says the sequence should feel like. Individual shots then inherit that rig and get shot-specific work, cheats that put a rim on a character who has walked into shadow, a light that exists only to hold the eyes, a flag that stops a wall blowing out. The renderer is the working environment, and the tension is always render time against iteration: lighters live inside interactive preview modes and low-sample test frames, then submit to the farm and wait. Output is not one image but layered AOVs, diffuse, specular, volumes, IDs, handed to compositing along with notes on what is safe to push. The unglamorous parts dominate: chasing continuity when a shot renders lighter than the one it cuts against, fixing fireflies and noise, re-rendering after an animation fix, and negotiating with production about how many samples the schedule can afford. Larger studios split the artistic lighting from the technical lighting TD who builds the tools and solves the rendering problems; smaller ones combine them.

What they decide

The calls that belong to this role and no other.

Principles of the craft

Common mistakes

How to learn it

Exercises and routes in, not a reading list.

Where generation touches this job

ML is already inside the render loop this role lives in, most visibly in learned denoisers that let lighters judge a frame at far fewer samples than a clean render needs. Generative video does not offer the controls this job is made of: prompts and reference images approximate a look but do not give a key light with a position, an intensity, a colour temperature and a shadow that stays put across a hundred shots, and generated frames arrive already baked with less latitude than a rendered EXR. Judgement about motivation, continuity and where the audience should look is the durable part.

Written to be honest in both directions: this site does not claim a model replaces this role, and does not pretend nothing has changed.

Tools and kit

  • RenderMan, Arnold, Cycles or a proprietary path tracer
  • Katana, Solaris, or a proprietary lighting tool over USD
  • Interactive preview render and light-mixing tools
  • HDRI environments and area, dome and mesh lights
  • Light path expressions and AOV configuration
  • Colour script and lighting keys from the art department
  • Render farm submission and per-frame render logs
  • OpenEXR multi-channel deliverables to compositing

Works with

  • cinematographer
  • look-development-artist
  • compositor
  • colorist
  • art-director
  • director
  • render-wrangler
  • fx-td
  • technical-director

The models that touch this work

The parts of the directory relevant to animation, rather than all of it.

Prompt craft

The vocabulary, on the other side

Lenses, film stocks, lighting patterns and mood recipes, written in the words this department already uses. Useful if you are briefing a model rather than a crew.

Open the cinematic reference · Safe zones

Also in Animation

Sources