SPACE
- Deep
- offers illusion of 3d depth on a 2d screen
- no real depth in screen space, illusion is conveyed through depth cues
- perspective - 1, 2, and 3 point (draw buildings)
- perspective creates VANISHING POINTS and LONGITUDINAL PLANES
- Audience's eye will be usually drawn to and on-screen vanishing point (
- draw railroad tracks)
- draw two vanishing planes, with actor on outside, then actor on inside, at VP. Compare the two.
- size difference
- separating objects/actors into FG, MG and BG helps create depth
- movement
- moving parallel to the picture plane:
- objects further away will appear to move slower across screen
- objects closer will appear to move faster
- draw track runners to demonstrate
- moving perpendicular to picture plane
- objects appear to move faster the closer they are to the camera
- camera movement
- dolly in/out = moving camera closer or farther from the subject
- draw scene with FG actor and two BG actors, then dolly in
- FG actor will get larger faster
- tracking shot - camera dollies left/right
- with one FG and three BG actors, FG actor appears to move faster horizontally in screen space.
- crane shot - camera is moved vertically up or down.
- same FG/BG actor combo - FG actor will drop out of frame faster than BG guys
- Textural diffusion
- objects that are closer to the camera will have more visible texture
- Arial diffusion
- fog
- must have objects affected and unaffected in both the same shot in order to be an effective depth cue
- Tonal separation
- light objects generally appear closer, dark objects generally recede
- can also be reverse, depending on lighting and arial diffusion
- Color seperation
- warm colors generally appear to be closer
- cool colors generally appear to be further away
- Up/Down position
- objects lower in the frame appear to be closer than objects higher in the frame (maybe because they appear more accessible?)
- Overlap
- overlapping objects in the frame create depth
- Focus
- blur vs sharp
- Flat
- emphasizes the 2d aspects of the screen space
- flat cues:
- frontal planes and NO LONGITUDINAL PLANES
- size consistency
- movement
- movement parallel to picture plane = good
- camera movement - pans, tilts and zooms
- help emphasize flat space because the relative distance between/size of objects does not change in the shot.
- textural affinity
- same amount of textural detail
- reduced tonal seperation
- reduced color separation (affinity of color)
- reduced overlapping shapes
- inverted depth cues
- inverting or reversing depth cues can help flatten deep space
- tone: placing brighter obis in the BG and darker ones in the FG
- color: warm BG, cool FG
- textural diffusion: make BG obis have more texture and FG ones have less
- size difference: place larger objs farther away, and small ones closer.
- Limited
- combo of deep and flat space cues
- Ambiguous
- occurs when viewer is unable to understand the actual size/spatial relationships between objects in the frame
- lack of movement -
- objects of unknown size or shape
- tonal and textural camouflage
- mirrors and reflections
- disorienting camera angles
- DEEP SPACE
- dramatic
- exciting
- edgy
- can be used to release tension
- FLAT SPACE
- calming
- comedic
- disarming
- can be used to build tension/claustrophobia and awkwardness
- wes anderson!
- LIMITED
- combo of both
- AMBIGOUS
- mysterious
- disorienting
- chaotic
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