top of page

VFX - Light Maps

  • Writer: Emi
    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


Recent Posts

See All
VFX - 3D Maya Work

Import in the 3D asset Selecting the camera and object will let you scrub along the timeline

 
 
 

Comments


bottom of page