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Lighting & Compositing
Reel Breakdown

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1.  Responsible for lighting and slap comps for this animation. Support asset look development for fruits. Adjusted set layout to best suit the composition of the scene, moving leaves around and hiding trees and branches on a shot by shot basis. Rendered with Redshift and composited with Nuke.

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2. Responsible for lighting and slap compositing. used directional lights for characters and domes + directional for env. Looooots of light linking so each character could shine! Rendered using Redshift and composited with Nuke.

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3. Responsible for lighting and slap compositing. Used mostly directional and area lights. There was a small amount of light linking to make sure that the coin looked good, as it was reflective. My focus was to make sure the small character was never lost in the vastness of the scenes. I was responsible for lighting 20+ shots in 3 weeks. Rendered using Redshift and composited with Nuke.

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4. Responsible for lighting and slap compositing. I adjusted the line work of the characters on a shot by shot basis for perfect line thickness and distance falloff. Used directional lights and lots of light linking for specific character shapes. Lit 10+ shots and supported 30+ other shots with artists. Lit using Redshift and Flair Toonline Software and composited in Nuke.

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5. Responsible for the lighting and character expression textures. Directional lights were used for the sharp outlines and highlights on the characters. Rendered with Arnold and composited with Nuke.

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6a. Responsible for lighting and compositing. Used cool area rim lights to separate frog from the rest of the scene. Created UV pass, wrapped it around frog's eyeball to look like a reflection in Nuke. I also did the Rack Focus Effect in Nuke using a depth Pass. Rendered with Arnold and composited with Nuke.

 

6b.6c.6d.  Responsible for lighting and compositing. Used point lights for candles. Used blue and purple fill lights, and a warm rim lights to silhouette the main character. Used a green area light for the male spirit character that appears, and also an emission pass. Rendered with Arnold and composited with Nuke.

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6e. Responsible for lighting and compositing. Used warm area lights for sunshine. Rendered volumetric gobo spot light and a fog. Fill lights were a cool area light. For rim lights I used a slightly warm light, so shapes could have nice silhouettes and light wraps. Rendered with Arnold and composited with Nuke.

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