Light video that looks expensive: the three-point setup (key/fill/back with real positions and fill ratio), motivated practicals, window light that sculpts instead of flattening, color-temperature matching (Kelvin table + white-balance rules), and a cheap-fix playbook for no-gear situations. Use when filming talking heads, interviews, vlogs, product shots, or any scene where the lighting looks flat, amateur, mixed, or harsh.
./install.sh lighting-for-videoname: "lighting_for_video" description: "Light video that looks expensive: the three-point setup (key/fill/back with real positions and fill ratio), motivated practicals, window light that sculpts instead of flattening, color-temperature matching (Kelvin table + white-balance rules), and a cheap-fix playbook for no-gear situations. Use when filming talking heads, interviews, vlogs, product shots, or any scene where the lighting looks flat, amateur, mixed, or harsh." metadata: { "includeInPrompt": true }
Make any camera look better by controlling light: position the subject and lights so the image has depth, match color temperatures so cuts don't look orange-then-blue, and get pro-looking results from a window and household lamps when there's no budget. Pairs with color_grading (which assumes the footage was lit well first) — lighting is the first 80% of a good image.
Turn off every overhead, lamp, and stray light you didn't choose, and block window light that shifts during the take. You can't control what you didn't add — build the look from zero instead of fighting the room.
The key is the main light: it sets exposure and mood. Put it at 30–45° to one side of the subject, at or slightly above eye level, pointed at the face — this creates natural-looking shadow falloff and depth. Flat straight-on light (like a ring light aimed dead ahead) makes a face look 2D; an angled key makes it three-dimensional.
On the opposite side from the key, add fill at roughly half the key's strength — softer, not equal. Its job is to soften the key's shadows, not erase them; erasing shadows is what kills depth. A dimmed second light, a bounced key, or a white foamcore bounce card all work.
Behind the subject, slightly higher than their head, aimed at head and shoulders (keep it out of frame). This separates the subject from the background — the difference between "person standing in a room" and "subject in a space." Essential when the background is dark or when subject and background colors match.
A large window is a free softbox. Sit the subject so the window is 45–90° to their face — side window light sculpts, front window light flattens. Control the shadow side with a bounce card: white foamcore gives roughly 1 stop of fill, a silver reflector nearly matches the window, black foamcore (negative fill) deepens shadows for drama. Never put a bright window directly behind the subject unless you want a silhouette — the camera exposes for the background and the subject goes black. For a blown-out window: lower the exterior with ND gel sheets on the glass, add ND on the lens and bring light back onto the subject, or let the exterior blow out on purpose to focus the scene on the interior.
Every light in the scene should match the color of its motivation (a lamp glows warm, a window glows cool). Use the Kelvin table in references/kelvin.md. Mixed temperatures make one part of the frame orange and another blue. If everything can't match, make the mismatch deliberate (a cool rim against warm practicals is a classic). White-balance the camera to the key light's temperature, and re-balance any time you change location or light source.
No lights? Window + reflector + foamcore gets you a full two-point interview setup (see references/budget-kit.md). At minimum: kill the overheads, face the subject toward or beside the biggest window, and bounce something off the shadow side. That one change beats any camera upgrade.
Full setup recipes per scenario (talking head, window interview, night interior, outdoor) live in references/setups.md; the Kelvin table and white-balance rules in references/kelvin.md; DIY gear equivalents in references/budget-kit.md.
references/kelvin.md; household bulbs, studio tungsten, daylight, and shade differ by thousands of Kelvin.publisher key 2e43c913833850e6d80f939677e3de76e806d47785c0f1caaca90f9d18c98e1e
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