Compositing

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  1. As you Command, hockey_090
    • Tracked the plate with Syntheyes, layout the scene with assistant from an animator.
    • Roto hockey players, walls at the back with help of 3D stabilization.
    • With the camera tracked I re-uv part of the arena model (wall specifically), projected plate on it and use that to recover glass reflection at the back with UV render and frameblend method.
    • Crowd sim with green screen plates, and NukeX particle system. Created custom node with python to assist with bulk keying plates, details can be found here http://www.jeangjenq.com/cropping-contact-sheet/
    • Comped in CGI arena, crowd. Crowd reacts to CGI arena lighting.
  2. As you Command, rock_010
    • Keyed plate with combination of keylight, IBK, addictive keying and roto area that went out of green screen.
    • Crowd sim with green screen plates, and NukeX particle system.
    • Comped in speakers and volumetric lighting rendered by TD. Created alpha matte for TD to use as a plate.
  3. Troll Bridge, TB_00180
    • CGI horse render wasn’t tracked well, to save render time gridwarped some areas (especially the moving bridle strap) to match the plate horse movement.
    • Cleanup original horse head. Used 3D stabilization/projection to assist with this task. Created camera from exr metadata but realize renderCam in this shot wasn’t good enough. So, tracked the plate in syntheyes manually.
    • Extensive use of P Matte to conceal different areas of CGI horse head.
  4. As you Command, race_080
    • Part of scene survey crew, took pictures/videos of the car. Tracked the footage and generated pointcloud to assist TD with building car geometry for object tracking.
    • Tracked the camera and object tracked the car in Syntheyes.
    • Also used GeoTracker from KeenTools to track the car in this shot.
    • Adjusted car animation (accelerate) after tracking. Layout the tracking data to line up car movement to X axis perfectly before doing so.
    • Removed tripod and original car after certain frame to replace with CGI. Use of 3D stabilization/projection while rotopainting out tripod/reconstructing flags that are obstructed.
    • Reconstructed car so that it accelerates faster and no tripod in its way. Uses multiple axis to parent shot camera to move with the car for projection.
    • Object tracked car handed to animator to animate a digital double.
    • Comp in digital double.
  1. As you Command, house_200
    • Lead compositor to create deep compositing template for the compositors on this film.
    • Fixed roto from another compositor.
    • Removed boy from original plate but kept the hat.
    • Cleanup trackers on hat using UV render.
    • Rebuilt hat with CGI hat rendered by TD to fit the CGI genie better.
    • Comp in genie using deep compositing to generate holdout for smoke and hat.
    • Projected hat on a card to move it in deep pointclouds to place it in the right position (on genie head), and have correct amount of smoke on top of it.
    • Added spark using stock footage. Relight genie using position and normal pass and nuke point light when spark came on.
    • Added face detail from original plate. Rotopainted boy’s face and added them on the animated alembic file to overlay on rendered genie to add realistic face details.
  2. As you Command, fire_040
    • Track and layout survey shot to build the shot camera.
    • Track survey shots and build pointclouds to assist TD with modelling the fire truck in the film.
    • Object track hat with GeoTracker from KeenTools and Syntheyes.
    • Create separate mattes for hat and its transparent area.
    • Refine cleanup from another compositor.
    • Rebuilt hat with CGI hat rendered by TD.
    • Comp in genie using deep compositing to generate holdout for smoke and hat.
    • Projected hat on a card to move it in deep pointclouds to place it in the right position (on genie head), and have correct amount of smoke on top of it.
  3. STUFFED
    • Scene/Camera layout for the shot.
    • Communicate with TD for render layers requirements.
    • Denoise rendered elements.
    • Composite the shot.
    • Relight badges and faked shadow on one of the badges.
    • Custom gizmo for axis animation remapping.
    • Custom gizmo for flashlight rays that works with animation.
    • Custom gizmo for smudges on lens.
    • Final grading in Davinci Resolve.
  4. STUFFED
    • Scene/Camera layout for the shot.
    • Communicate with TD for render layers requirements.
    • Denoise rendered elements.
    • Composite the shot, integrate photographed background elements into rendered shot.
    • Custom gizmo for axis animation remapping.
    • Custom gizmo for flashlight rays that works with animation.
    • Custom gizmo for smudges on lens.
    • Final grading in Davinci Resolve.