WEEK 7: Compositing Lighting
- Saw Htoo
- Oct 19, 2024
- 1 min read
Updated: Oct 20, 2024
Pyro Shadow
Particle Shadow
Sydney wanted different passes for the pyro and particle shadow
To impact only the region where the light interacts with the pyro and particles, I modified the (rendergeometrysetting node). I disabled the shadow for all meshes except the pyro and particle. I employed the switch node to alternate between selecting and rendering shadows.
Date: 10/20/24
Shadow Pass
For this hero shot, particles and pyro were emitted outside the canvas, meaning it would need to cast a shadow on the environment. For the shadow pass, I utilized RenderGometrySettings to phantom the easel and effects while also matting the wall, floor, table, chair, and vase to catch the shadow.
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Before After

The lighting was not consistent with the live-action footage, so I rendered all the AOVs and composited the lighting to align with the live-action before handing it over to Sydney.
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