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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