Sungman Pyun
Lighting/ Compositing & Look Dev Artist
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