Nope (2022)
Lighting
Nope has been one of the most different projects I have worked on. From the IMAX (Analog) print and its tall aspect ratio, to rendering volume dust and matching it with the plate.
Rendering volume dust was a much more extensive task than imagined. There were many complexities regarding to this, such as:-
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FX to LGT - cache size and types of publishes
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Volume shader and its parameters
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Not losing shape of dust in lighting
Apart from volume dust, there were other elements such as horse glass box, skydancers and dirt & debris. More than any other project, Nope required me to clean and grade several HDRI from scratch, which felt rewarding in its way after using it in lighting scenes afterwards.
Due to the nature of the show, working in Nope meant a lot of pipeline RnD along with lighting. All these practices made me more and more confident and knowledgeable for my next projects.
+ Volume
+ FX
