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CL5 The exposure triangle: aperture, shutter, ISO

Every control speaks in stops, and each one has a side effect

Camera Lab 3D · ~8 min · Free

1 The idea

A stop is the shared language of light: +1 stop = twice the light. An f-number √2 smaller (f/4 → f/2.8) doubles the opening’s area = +1 stop. A shutter open twice as long = +1 stop. Double the ISO and the image is 1 stop brighter.

Each control has a price: a wider aperture softens the background, a longer shutter stretches motion blur, a higher ISO adds noise. Film work usually locks the shutter at 180° (half the frame time = 1/48 s at 24 fps) so motion blur looks natural, and controls brightness with the others or an ND filter.

stops = 2·log2(N₀/N) + log2(t/t₀) + log2(ISO/ISO₀) − ND/0.3 · t = angle ÷ (360 × fps)

2 Hands-on

Task: in bright sun, get correct exposure (±⅓ stop) with a soft background (f/2.8 or wider) while keeping the 180° look

Opening from f/8 to f/2.8 adds 3 stops, but ISO can only take away 1. What else removes light without changing the look?

SkyVFX Lab · CL5interactive · 1001

3 Deep dive

Stops: one language for all three controls

+1 stop = twice the light, −1 stop = half. Because every control speaks the same unit, they trade freely: open the aperture one stop, drop the ISO one stop, and the brightness is unchanged.

Control+1 stop meansSide effect
Aperturef-number ÷ √2 (f/4 → f/2.8)shallower depth of field
Shutteropen time ×2 (90° → 180°)longer motion blur
ISOISO ×2 (200 → 400)more noise
NDremove ND 0.3none (with a good filter)

Why f-numbers step by √2

f-number = focal ÷ opening diameter. Light gathered follows the opening’s area, ∝ 1/N². Doubling the light needs twice the area, so N shrinks by √2. The marks 1.4, 2, 2.8, 4, 5.6, 8, 11, 16 are rounded powers of √2.

f/8 to f/2.8 is three steps = +3 stops = ×8 light.

Shutter angle and motion blur

Shutter time = angle ÷ (360 × fps). At 24 fps: 180° = 1/48 s, 90° = 1/96, 360° = 1/24. Motion blur length = how far a thing moves in one frame × (angle ÷ 360).

Plates shot at 1/50 at 24 fps are at 172.8°, nearly 180°. CG must use the plate’s shutter, or its blur is instantly longer or shorter than the plate’s.

  1. 1Read the shutter from the camera report
  2. 2Convert to angle or time
  3. 3Set it in the render
  4. 4Compare blur with the plate

ND: less light without changing the look

An ND filter cuts all colours equally. Density 0.3 is about 1 stop (10^−0.3 ≈ ½), 0.6 about 2, 0.9 about 3. In bright sun, if you want a shallow focus and 180° together, ND is the answer.

Lock the look first, then fix the brightness

4 In real work

In Nuke

  1. EXPTool: adjusts brightness in stops; use it to match CG exposure to the plate.
  2. Grade: multiply 2 = +1 stop, multiply 0.5 = −1 stop (in linear).
  3. ScanlineRender: set the motion blur samples and shutter to the plate’s shutter angle (shutter 0.5 = 180°).
  4. ZDefocus: use depth to give CG the depth of field of the plate’s lens and f-stop.
  5. Grain: add grain/noise to the CG at the end to match the plate; a higher ISO usually means more of it.

Common mistakes → the fix

  • ✗ Rendering CG with a 360° shutter while the plate was shot at 180°✓ Use the plate’s shutter; twice the blur shows straight away.
  • ✗ Pin-sharp CG in a shallow-focus plate✓ Get the focus distance and f-stop from set, then defocus by depth.
  • ✗ Noise-free CG in a high-ISO plate✓ Match the plate’s grain as the final step.
  • ✗ Adding instead of multiplying to add one stop✓ A stop is a ×2 multiply in linear.

Before you send the shot

  • CG shutter = plate shutter
  • CG depth of field follows the plate’s lens and f-stop
  • CG exposure matches the plate (compare in stops)
  • CG grain/noise matches the plate

5 Check yourself

One question to check yourself

You open from f/5.6 to f/4 and want the same brightness and the same motion blur. What do you change?

What you learned

🔒 Answer the question above and this card opens

More questions

1. Shooting 25 fps at 180°: what’s the shutter time?

2. From f/8 you open to f/4 and add ND 0.6. How does brightness change?

Where the numbers come from: The stop numbers are exact: area ∝ 1/N² (f-numbers are rounded marks of √2 steps), shutter time = angle ÷ (360 × fps), ISO ×2 = +1 stop, ND 0.3 ≈ 1 stop (optical density 0.3). The blur sizes, depth of field and noise drawn on the image are a teaching version, not a camera simulation. The plate, robot and sparks are our own Blender renders.