VFX of 2012 – CGSociety

2012

Almost everything was rendered through RenderMan, and since the scenes were during the day, with straight forward HDRI lighting. Each shot had thirty, forty or even more render passes. Nuke was used to composite. “We made extensive use of depth channels,” said Poe “and they also carried the world space and camera space coordinates of every pixel in the renderer in channels in the comps. We could easily figure out exactly where an object was in space so they could augment that element with a 2D element.”

Source: My RSS reader

If you enjoyed this post, please consider to leave a comment or subscribe to the feed and get future articles delivered to your feed reader.

Comments

No comments yet.

Leave a comment

(required)

(required)