top of page

live Integration

Day 1
day2.jpeg

Starting my process I began in Maya recreating my images camera and basic light shapes. To do this I used a photos from the same camera angle with a cube and a white ball placed into the shot. The cube allowed me to be sure the camera was in the correct position and had the correct focal length. I then used the cubes shadow to match the shadow shape and length for the key light. I created a sphere in Maya and placed it in the same position as the white ball. The white ball was used to tweak the light radius by matching the light fall-off across the curve of the ball and balancing the specular highlight on the ball's shader. I then used a HDR I created of the surrounding area to create a dome light and began to balance the key to fill ratio of the scene. At this point I added a floor plane with my clean plate projected onto it to add a bounce light with the correct colors to the indirect specular. Finally I added a separate render layer to place an aiShadowMatte on the ground plane.

Day 2
day1.jpeg

I used AOV’s in Nuke to separate the direct and indirect specular at this point to balance to be more true to my scene. I also balanced my shadow to match the other shadows in the scene. Instead of color correcting the clean plate to match the shadows, I used another plate to cover the scene in shadow and used the shadow matte layer as a mask to get closer to the correct color.

Day 3
day3.jpeg

I was unhappy with the light falloff because it was much too sharp, so I began by changing the light radius and also turning down the specular. I then added new occlusion render layers to the scene. I created two separate layers for the object occlusion and the occlusion on the ground in order to edit them separately. I had difficulty adding the occlusion bottom of the ball and made a mistake by darkening the fill far too much. This caused me to lose most of my bounce light and made it harder to add the occlusion to the bottom of the ball. The occlusion is much too sharp on the ball, and I did not use the shadow to mask the ground occlusion and it is much too large.

Day 4
day4.jpeg

I added the model of a weight to my scene and a second white ball slightly in the shadow. I then began to correct the key to fill ratio and softened the occlusion on the objects. I then created a mask for the bounce shadow to darken that area of the bounce light. I did this with another render layer in which I had my aishadowmatte on the ground but with the visibility turned off, and the diffuse turned off on the balls shader. Then in nuke I separated out the specular indirect to remove the bright specular from the top of the ball which left me with just the area of the bounce shadow as a mask. I also added the shadows from the clean plate on to the object. I did this by creating an image in Photoshop where I isolated the shadows into a black and white mask. I then projected that image onto my ground plane to mark where the shadows would be in the scene. I then created a second camera at the position of my key light and rendered out an image of the ground plane with the shadows in the correct place. I then projected the rendered image back onto my full scene so that the shadow fall across the objects correctly. I then used this in nuke to mask my specular. I did this incorrectly, I should have only used it to mask the direct specular as the indirect specular would not be blocked in the shadows.

Day 5
day5.1.jpeg

At this point, I finalized my light ratio and radius on only the white ball as it was difficult to see the small changes in the light on the weight I also copied the alpha channel of the original diffuse image onto the final created image.

Day 6
day5.jpeg

I first corrected my key to filling ratio. I then corrected the shadow color to match the color of the shadow on my physical white ball I placed in the shadow. I also started to raise my sampling to soften the noise in the image. I  corrected my shader for the weight to have the correct colors and specular highlights. I also darkened my bounce shadow and corrected the Objects occlusion to blend better and masked the Ground occlusion to stay within the shadow.

Nuke Network
NukeTree_P1_CG.png
NodeTree_P1_Plates.png

CONTACT ME

Your details were sent successfully!

Work Station
Check back soon
Once posts are published, you’ll see them here.
bottom of page