Breakdown

Jason Huang
Available: immediate
Web: reel.jchvfx.com
[email protected]
+1 214-212-6709
shot breakdown
The Machine darkroom shot
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Models and green screen plate provided by
FXPHD.
Keying, Roto, plate cleaning.
Lighting, multi-pass rendering setup with
mattes and utility render elements.
Responsible: lighting/compositing
Software: Maya, V-Ray, Nuke, PTGui Pro
The Machine
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Responsible: look-dev/lighting/compositing
Software: Maya, V-Ray, Nuke, PTGui Pro
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Models and plate provided by fxphd.
Assembled and cleaned up HDR env. map.
Isolated concentrated set lights from HDR env.
map.
Calibrated and balanced lighting with HDRtextured area lights and the low-contrast env.
map
Look-deved shaders for the Machine.
lit the CG Machine in V-Ray.
Set up render layers and render elements for
compositing.
Integrated CGI into background plate.
Gundam F-91
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Responsible: everything.
Software: Maya, V-Ray, Nuke, Mari, Mudbox,
PTGui Pro
• Integrated CG Gundam into the live-action
plate to create a war-zone type of shot in
moody sunset.
• Acquired HDRI on-set with Canon DSLR,
Sigma 8mm fisheye, Promote Control, and
Nodal Ninja pano head.
• Assembled HDR env. map in PTGui.
• Modeled the Gundam in Maya and laid out
UVs.
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Sculpted details (bullet holes, deep scratches,
and random indentations) in Mudbox and
extracted normal and displacement maps.
Textured in Mari with some visits to
Photoshop.
Calibrated HDR lighting with reference gray
ball image shot on-set.
Created multi-layered metal shaders for finer
control of dirt, grime, and scratches in
textures.
Look-deved and lit the Gundam in VRay.
Rendered multi-channel EXRs with numerous
mattes for compositing.
Composited CGI, stock fx elements, and plate
in Nuke.
Kept Imaging pipeline consistent in linear
color space with 16-bit half-float EXR as
much as possible to preserve the lighting and
color information all the way to the final video
compression and web publishing.
Spatially-aware IBL set up
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Responsible: R&D, custom Python scripts,
lighting, rendering
Software: Maya, V-Ray, Nuke, PTGui Pro,
HDR Shop
• Researched on the workflow to address the
static lighting typical IBL while a shot
features dynamic lighting conditions.
• Reconstructed set environment as lowpoly mockup geometries based on
photogrammetry.
• Acquired HDR environment map at
multiple key positions on-set.
Mobile: 214-12-6709
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Textured mock-up geometries by
projecting HDR maps in Nuke from the
positions of the CG character.
Set up Nuke script with animated cubiccam rig to re-photograph animated HDR
environment maps from the POV of the
CG character.
Created a CG light stage in Maya and
rendered a set of light-stage basis images
of the CG head with V-Ray.
Calibrated basis images based on the
concept described in the paper A Lighting
Reproduction Approach to Live-Action
Compositing (Debevec et al., 2002).
Created python scripts to calculate
weighted average of basis images to
interactively approximate the lighting
result the re-photographed environment
map provides.
capable of blocking out the shot lighting
directly in Nuke with HDR light cookies
and lighting information acquired on-set.
[email protected]
Audi R8
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Responsible: lookdev, lighting, compositing
Software: Maya, mental ray, Nuke, After
Effects, PTGui Pro
• Integrated CG Audi R8 into the live-action
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plate to create a photorealistic image.
Approached the lighting without a
properly-calibrated HDR env. map.
sculpted the lighting with various lighting
and utility passes in comp.
Acquired HDR lighting on-set with Canon
DSLR, Sigma 8mm fisheye, Promote
Control, and Nodal Ninja pano head.
Assembled and stitched exposure brackets
as HDR environment map in PTGui Pro.
Look-deved and lit the car in mental ray
with custom multi-layered car-paint
shader.
Rendered mattes of different car parts for
finer control and color correction in Nuke.
Camry Studio Lighting
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Responsible: lighting & compositing
Software: Maya, V-Ray, Nuke
Look-deved shaders for all visible car
parts.
Set up studio lighting.
Broke up diffuse and specular lighting
passes.
Assembled lighting passes to re-build the
beauty.
Color-corrected the car with mattes in
Nuke
Camry
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Responsible: lighting & compositing
Software: Maya, V-Ray, Nuke
Mobile: 214-12-6709
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Calibrated HDR lighting.
Look-deved shaders for all visible car
parts.
Lit the car in V-Ray with HDRI
Set up lighting passes and utility passes for
post.
Assembled lighting passes to re-build the
beauty.
Matched blacks, highlights and blance
mid-tones to integrate car into the plate in
Nuke.
[email protected]
Yeti Look-dev
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Painted fur distribution maps
Set up and combed full-body fur in Shave
& Haircut
Look-deved VRay Hair shaders
Responsible: full body fur setup and lookdev,
lighting
Software: Shave & Haircut, Maya, V-Ray,
Nuke
Die Hard 5
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Lined up cg windshield based on
matchmoved cameras.
Set up glass shader to properly refract the
helicopter’s interior.
Rendered out AOVs per production
request for compositors to further enhance
the shot.
Responsible: cg windshield
Software: Maya, V-Ray
Mobile: 214-12-6709
[email protected]