Light and Shadow

A volumetric light pass rendered from 3D and using spotlights positioned just below the lanterns of the two streetlamps. In the composite, this should give atmosphere as well as reinforcing the relationship between the light sources and the lit surfaces. This pass was rendered as a full 125 frame sequence.

A Depth AOV pass rendered from 3D as a full 125 frame sequence. This is a greyscale pass that derives brightness values on all pixels based on their proximity to the shot camera. It is used most commonly as a non-contributing data pass for composited depth of field (DoF) effects, and I plan to use it for this purpose.

However, because the pass is based on depth, it can be used as a visual element. By merging over the shot with an additive blend operation, the data will create a mist that intensifies further into the distance. This will aid the atmospherics and tie the distant elements together.

With the lights enabled, I added a shadow catcher to the floor and street elements and took a single frame render from the first frame of the shot camera. The intention will be to project this in the composite and merge over the shot using a multiply operation to give surface shadows.

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