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Group (Lighthouse Shot (Filming (Equipment
Blackmagic 4K
17-55mm Lens
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Group
Lighthouse Shot
Filming
Equipment
Blackmagic 4K
17-55mm Lens
20mm Lens
N/D Filter
Battery
SSD
Steadycam
Slider
HDRI
Fisheye Full Frame Lens
Canon 5D Mark 3
Tripod
Extras
Tracking Markers
Half Tennis Balls
Macbeth Chart
Mirror Ball
Lambert Ball
Measuring tape
Screwdriver
Cones where the CG is
Clapper Board
Plank of wood for wave creation
Time of Day
Midday, overcast or sunny
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Synopsis
Creating a miniature lively environment, integrating a Lighthouse into a live action scene. The area will be a small or pond.
Shot Requirements
Integrating CG realistically into Live action footage.
The actor interacting with the CG by one of three ways:
- Walking through the puddle
- Integrated from green screen into the lighthouse doorway
- Integrated from green screen onto a small boat on the pond
Step by Step Workflow
CG / Ladislav
- Model objects
- Lighthouse
- Fence
- boat?
:check:
- UV all objects
- Sculpt if needed
- Texture all objects
- Light with HDRI and Physical Sky in Arnold
- Render out with Passes - Direct Diffuse
- Indirect Diffuse
- Direct Specular
- Indirect Specular
- Reflections
- Raw Shadow
- Internal Shadows
- Global Illumiantion Pass
- Light Passes
- Normal
- Position
- UV
- ZDepth
- Ambient Occlusion
- ID Matte Passes
- Use Colour management ACES
- Matchmove footage
Live Action / Tom
- Create HDRI
- Keep raw 4k footage
- Denoise, Whitebalance, undistort plate ready for tracking
- Pre-comp
- Clean up any unwanted objects from plate
- Sky replacement
- Integrate CG, adding reflections etc
- Finalising with lens distortion and aberration etc.
Prometheus Shot
Filming
Equipment
Blackmagic 4K
17-55mm Lens
20mm Lens
Battery
SSD
Steadycam
Extras
Screwdriver
Ski Mask
Lots of tracking markers
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Cam Movement
- Tripod looking at actors face. For reflection purposes only
- For CG cam movement. Move forward slowly like an astronaut would move
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Shot Requirements
Fully CG shot with a hint of live action integration through a reflection of the actor on the helmet
Using a range of techniques to create the closeup rocks to the far away mountains
Step by Step Workflow
CG / Ladislav
- Simulations - Up close smoke and fog
- Up close Cliff
- Helmet?
- Mid ground Crater
- Doorway
Live Action / Tom
- Simulations - sand and dust sims, Distant
- Helmet?
- GUI on helmet glass
- Mountains in the distance, Texture
- Compositing
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ScheduleFriday 3rd March
- Filmed Lighthouse shot
- Completed modelling and texturing of lighthouse
- Sims ready for rendering
Friday 10th March
- Completed matte painting of distant mountains
- Completed close up cliffside
- Rendered some sims
- lighthouse in process of comping
Friday 17th MarchFriday 24th MarchFriday 31st March