VFX - Light Maps
- Emi
- Dec 4, 2020
- 2 min read
Updated: Dec 5, 2020
File > Automate > Merge to HDR pro

Load in the left side as 32 Bit and turn off "complete toning in adobe camera raw"

Now do the same for the right side
If they don't look like the same exposure then read back in the darker file.
Crop both files so they are just the chrome ball
Next, the people taking the shot, the camera and the stand all need to be taken out.
The file needs to be saved as a PSD file titled "HDRI_ChromeBall_(side)"
Lasso tool around the selection and right click > fill > content aware
Working with smaller selections will have a better outcome

If the outcome isn't great there are other ways to do it
Can do patch work by copying a section and placing it over the piece that needs to be covered.
Cover over the stand and person taking the shot
Then do it for the next side
Need to export as EXR files
Same file name but with "_EXR" on the end
Now to implement the lightmaps into Nuke:
Read them both in
Raise the exposure on the viewer to be able to see more

Crop the chrome ball images down to right next to the ball using a crop node.

Reformat under the crop node

Need to unwrap with a spherical transform
Projection > Mirror Ball (Input)
Projection > Latlong (Output)

On latlong the widt is twice the height

Copy the node over to the other lightmap
Need to remove the pinching on the edge of the image
Merge node

Look at the left side on the Spherical Transform
Change output rotation to "Rotation angles"
Change Y to 90
Merge A over B, so right over left
Format "to width" so they are the same size
Move the right until its over the pinch
Just look at the hut
Next we need to grab the hut from the light map
Turn on auto alpha on the read in for the right side
Make a roto and draw around the hut
feather the selection
Copy node it in

Premult over copy

Make sure the selection is right
Look at it back as a sphere from the inside to see how it looks
Exposure > adjust in stops, 4
Write > ATV_HDRI_Latlong.hdr > render
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