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Saw Htoo

WEEK 7: Compositing Lighting

Updated: Oct 20

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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