PROD244-25S2 (C) Semester Two 2025

Lighting and Rendering

15 points

Details:
Start Date: Monday, 14 July 2025
End Date: Sunday, 9 November 2025
Withdrawal Dates
Last Day to withdraw from this course:
  • Without financial penalty (full fee refund): Sunday, 27 July 2025
  • Without academic penalty (including no fee refund): Sunday, 28 September 2025

Description

To create visually interesting and believable art assets for animation, film and games, it is important for artists to understand the underlying theory and techniques to interpret light and materials from the real world into assets for production pipelines. In this course, students will learn about lighting and rendering techniques and technologies which make visuals possible in modern day digital screen outputs, what their limitations are, and what tools and techniques can be used to make the best looking graphics while optimising for performance. This course covers surface and lighting techniques, including interpretation of real objects using techniques such as photogrammetry to capture existing 3D objects and environments. Students will also learn the theory of illumination models and rendering pipelines, and how these things can be used to create believable renders. Students will be shown how to texture 3D models, what shaders are and how they work, and time will be spent looking at how these can be optimised to maximum rendering performance. Finally, students will learn how to use industry standard tools such as parts of the Adobe suite to create the most aesthetically interesting renderings possible.

Learning Outcomes

On successful completion of the course, students will be able to:
1. Evaluate rendering technologies—including pipelines, illumination models, and shading networks—to produce high-quality, performance-optimized digital assets and environments.
2. Modify and optimize textures and materials using visual rendering tools to improve both visual quality and efficiency.
3. Apply lighting theory and techniques to design light sources that convey mood, emotion, and narrative through layered illumination.
4. Use industry-standard software to develop cohesive and aesthetically compelling assets and scenes for animation, games, and film.
5. Demonstrate critical approaches to surface treatment, lighting, and rendering, including strategies for time-sensitive production environments.

Prerequisites

Timetable 2025

Students must attend one activity from each section.

Lecture A
Activity Day Time Location Weeks
01 Monday 15:00 - 16:00 Otakaro 236 L2 Lecture Theatre
14 Jul - 24 Aug
8 Sep - 19 Oct
Workshop A
Activity Day Time Location Weeks
01 Monday 09:00 - 11:00 Otakaro 205 Computer Lab
14 Jul - 24 Aug
8 Sep - 19 Oct
02 Monday 11:00 - 13:00 Otakaro 205 Computer Lab
14 Jul - 24 Aug
8 Sep - 19 Oct
03 Monday 16:00 - 18:00 Otakaro 205 Computer Lab
14 Jul - 24 Aug
8 Sep - 19 Oct
Workshop B
Activity Day Time Location Weeks
01 Wednesday 13:00 - 15:00 Otakaro 205 Computer Lab
14 Jul - 24 Aug
8 Sep - 19 Oct
02 Wednesday 15:00 - 17:00 Otakaro 205 Computer Lab
14 Jul - 24 Aug
8 Sep - 19 Oct
03 Friday 10:00 - 12:00 Otakaro 205 Computer Lab
14 Jul - 24 Aug
8 Sep - 19 Oct

Course Coordinator / Lecturer

Nikki Dunsire

Assessment

Assessment Due Date Percentage  Description
Final Presentation 10%
Maya Environment Build 20% Part 1, 2 & 3
Scalable Rendering 10%
Maya + Substance Painter: Asset Surfacing and Rending 10%
Midterm Project 25%
Final Project 25%

Indicative Fees

Domestic fee $1,122.00

International fee $6,238.00

* All fees are inclusive of NZ GST or any equivalent overseas tax, and do not include any programme level discount or additional course-related expenses.

For further information see School of Product Design on the departments and faculties page .

All PROD244 Occurrences

  • PROD244-25S2 (C) Semester Two 2025