Lesson 1Atmospherics an volumetrics: depth fog, dust, contrails, an air scatterin fi sell scaleLearn fi enhance scale an depth usin atmospherics an volumetrics. Add depth fog, dust, contrails, an air scatterin in comp, matchin plate lightin an perspective fi integrate CG an extend environments believably, mi bredda.
Depth fog from Z-depth an grade rampsLayerin dust, smoke, an haze cardsContrails an engine trails in compAirlight an aerial perspective cuesColor shifts through atmosphere depthIntegratin volumetric light shaftsLesson 2Last-minute timin or animation changes: retimin velocity pass, reprojectin CG wid timewarp, an placeholder swapsDevelop strategies fi handlin late timin or animation changes without full re-renders. Use retimed velocity passes, reprojection, timewarps, an placeholder swaps fi keep shots flexible while preservin visual quality, yuh zeet.
Retimin plates vs retimin CG rendersUsin velocity passes fi motion retimeReprojectin CG wid timewarp nodesMaintainin motion blur after retimeManagin placeholder assets in compsVersion taggin fi late change trackinLesson 3Shadows, contact lightin an spill: creatin contact shadows, occlusion passes, an colored spill from hologramExplore techniques fi groundin elements wid believable shadows, contact lightin, an spill. Build contact shadows, use occlusion an shadow passes, an craft colored spill fi holograms an emissive assets dat feel integrated, seen.
Buildin contact shadows from mattesUsin AO an shadow passes in compSoftenin an shapin shadow edgesCreatin colored spill from hologramsBalancin spill wid key an fill lightShadow color, density, an direction cuesLesson 4Reflections an specular interaction on environment an actor: screenin reflections onto street, usin reflection catches an local re-projectionsUnderstand how reflections an specular highlights tie CG, actors, an environments together. Learn fi screen reflections onto surfaces, use reflection catches, an apply local reprojections fi fix or enhance reflective interactions, mi fren.
Analyzin plate reflections an highlightsReflection catches on actors an propsScreenin reflections onto wet streetsLocal reprojection fi reflection fixesSpecular integration wid light directionManagin double reflections an ghostsLesson 5Handlin noisy/compressed footage: denoise-first considerations, reconstruction artifacts an sharpenin tradeoffsHandle noisy or compressed source footage without destroyin detail. Plan denoise-first workflows, manage reconstruction artifacts, an balance sharpenin, grain, an compression cleanup fi stable, filmic results, yuh know.
Evaluatin noise vs compression artifactsDenoise-first vs post-comp denoisinTemporal vs spatial denoiser choicesProtectin edges an fine texturesSharpenin an halo avoidance tacticsReintroducin grain fi final deliveryLesson 6Quality control an look-dev rounds: creatin review comps, version control, playback proxies, an sign-off checklistsStructure look-dev an review rounds fi predictable approvals. Build review comps, manage version control, generate playback proxies, an use sign-off checklists fi reduce surprises an keep client feedback actionable, seen.
Settin up look-dev reference stacksCreatin annotated review compsVersion namin an folder structurePlayback proxies fi remote reviewsTechnical an creative QC checklistsArchivin approved versions safelyLesson 7Render an compositin performance optimization: tilin strategy, proxy EXRs, cache management, an node pruninOptimize heavy renders an comps fi real production schedules. Plan tilin strategies, use proxy EXRs, manage caches, an prune node graphs fi keep scripts responsive while preservin final image fidelity an flexibility, mi bredda.
Designin tilin an region render setupsProxy EXRs an plate downres workflowsSmart cachin an purge strategiesNode prunin an tree simplificationProfilin slow nodes an bottlenecksBalancin speed wid image fidelityLesson 8Managin mismatched lightin: relightin CG, mixin practical light rigs, an localized gradin hacksResolve lightin mismatches between CG an plates. Learn relightin tools, integrate practical light rigs, an apply localized gradin tricks so elements share consistent direction, intensity, an color temperature, yuh zeet.
Analyzin plate light direction an colorRelightin CG wid normals an positionIntegratin practical light passes in compLocalized gradin fi light balanceMatchin color temperature an contrastFixin overexposed or flat CG lightinLesson 9No clean plate or no markers: alternative approaches usin rotoscopin, patchin, an planar trackinTackle shots wid no clean plate or trackin markers usin robust comp tricks. Combine rotoscopin, patch builds, planar trackin, an projection techniques fi stabilize, replace, or extend backgrounds convincingly, seen.
Rotoscopin fi background reconstructionBuildin patch plates from multiple framesPlanar trackin fi surfaces an wallsUsin projections fi fake clean platesStabilize, patch, den reintroduce motionDealin wid parallax an occlusionsLesson 10Motion blur an DOF handlin: per-object vs comp motion blur, vector pass usage, camera DOF matchinLearn how fi integrate motion blur an depth of field in comp, compare per-object an comp-based blur, use vector passes safely, an accurately match CG an live-action camera DOF fi convincin, artifact-free motion, mi fren.
Per-object vs comp motion blur strategiesReadin an validatin motion vector passesAvoidin vector pass artifacts an edge issuesMatchin CG shutter fi plate camera settingsDepth of field from Z-depth an lens dataCombinin DOF an motion blur without halos