
TECH 420 - Technical Direction for Compositing
CG Lighting and Compositing Match-to-Live - Reflections
Project Summary:
Using a combination of reference images, light probe images, and a background plate composite in a CG object. This object should be between 20-80% reflective and be shaped in such a way that it reflects onto itself. Pay particular attention to the behavior of its reflections of the environment and of itself, and of its reflection onto any surrounding objects if necessary.
Results:
Click on the image to the right to see the final composite.
Click here to see a video breakdown of the scene.




In order to maintain fine tune control over the composite the scene was split out into numerous render layers for lighting, reflection, occlusion and other information. Because I was going to have a faint reflection of the object on the ground I had to have two versions of most of the passes, one for the pig and one for the ground. This was generally easy to achieve by just making a duplicate of the main layer and adjusting primary visibility on the objects to for the ground versions. The layers and their functions are described below.

Render Layers:
• Diffuse - Main key, fill, and bounce lights.• Diffuse2 - Strong bounce from armchair and soft sky bounce thru window.
• Specular - Highlight shape and color for main lights.
• Specular2 - Highlight shape and color for secondary lights.
• Ambient - The basic color of the object's surface, independent of any lighting or shading.
• KeyCastShadowGround - Shadows cast by the object in the key light, used as a mask for the shadow plate.
• FillCastShadowGround - Shadows cast by the object in the secondary light.
• EnvReflection - Reflections of the environment on the object.
• groundUpRefl - Reflections of the ground plane up onto the object.
• groundUpReflMATTE - Pure red matte delineating the area of ground reflection on the object.
• objectMatte - Pure red matte describing the silhouette of the object.
• keyLightView - The scene from the point of view of the key light; used for generating cast shadow maps.
• envShadProj - Uses the maps generated from the above layer that 'casts' the shapes of the evironment shadows onto the object.
• facingRatio - Uses the surface's facing ratio to drive its color, used to affect reflections so that they grow stronger as the surface faces away from the camera.
• selfReflection - The reflection material with a color map plugged into the ambient color slot so that it too shows up in reflections; therefore the object reflects itself.
• occlusion - Ambient occlusion on the object itself, used as a mask for a color grade to darken the surface.
• occlusionGround - Ambient occlusion on the ground surface, used as a mask for a color grade to darken the surface.

For the plate layers, the ground cast shadows passes acts to mask off a previously prepared shadow plate in which the background has been appropriately darkened in areas where the object will cast. The ground diffuse, spec, and ambient layers are comped in the same way as their object counterparts. The ground occlusion and a secondary cast shadow pass act to darken the ground in the same way.

Click on the image at the left to see the final video with a breakdown.