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Feature Animation & Commercial Lighting Demo Reel Breakdown

My Lighting and comp Workflow & Noise Control Method

· My usual lighting and comp workflow 123

 

1. Maya/Houdini (Light Setup)

- set up the Light AOV passes.

- begin setting up environment light rig based on the sequence color key.

- render out a still and put it on the Image Plan of the camera in order to see the rendered BG while lighting characters.

- begin setting up the character light rig based on the sequence color key.

- submit the First, Middle, and Last frame of the shot to the render farm.

 

2. Nuke (Comp)

- comp environment and characters using light AOVs.

- adjust the light intensity with the Gain on light AOV in the comp, temporarily if its value changes too much.

- if needed, play with point-matte to adjust the lighting on certain areas, temporarily if its value changes too much.

- use matte passes to adjust the intensity on a certain object due to unbalanced shaders, temporarily if its value changes too much.

 

3. Maya/Houdini (Light intensity/ direction/ range/ attenuation adjustment)

- adjust the light intensity in 3D application to compensate the Gain value temporarily used on the Light AOV in comp. (to keep the comp clean)

- adjust the Light direction/ range/ attenuation in 3D application to compensate the point-matte temporarily used in comp. (to keep the comp clean)

- report the shader imbalance to the lighting lead if we'd have the universal update for other shots. 

 

4. Nuke (Comp Clean up)

- reset the Gain value on Light AOV since it's compensated to the intensity of the lights in 3D application.

- remove the temporarily Point-mattes in comp since it's compensated to the direction/ range/ attenuation of the lights in 3D application.

- add atmosphere.

- apply Vignette.

- defocus the BG if needed.

- render the comp to be ready for the first lighting review.

 

· My usual Noise Control method (Arnold)

Noise on Motion Blur/DOF/Edges/Alpha -> increase AA sample in the Global Setting

Noise on Shadow/Direct Diffuse/Specular AOV -> increase Sample on the Light

Noise on Indirect Diffuse  AOV -> increase Diffuse Sample in the Global Setting

Noise on Indirect Specular AOV -> increase Specular Sample in the Global Setting

Noise on SSS/Emission AOV -> increase SSS/Emission Sample in the Global Setting

Noise on Volume Direct AOV - > increase Sample on Volume

Noise on Volume Indirect AOV -> increase Volume Indirect Sample in the Global Setting

Fireflies on indirect specular/Diffuse AOV -> reduce Camera Sample Clamp

Noise still unknown -> check off-camera object/atmosphere/shader or non Energy conserving shader network.

Small area noise (on Bright, motion blurred, specular, DOF, buzzing rim lights, hair shader) -> reduce Adaptive Threshold 

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