2014 Demo Reel Breakdown

The Amazing Spider-Man 2

Shot 1

* This was a full CG shot with stereo compositing.
* I adjusted CG background, characters and FX passes lighting and grading to match practical shots inside of clock tower.
* I created the comp look of top part of inside clock tower. (There was no practical reference for top part of the tower.)
* Lens flare, highlights glow, breaking up highlights to make more texture detail, and chromatic aberration were added to make a shot more realistic.
* A lot of stereo painting was needed to remove highlights artifacts.

Shot 2

* This was a full CG shot with stereo compositing.
* I adjusted CG background, Spiderman and FX passes lighting and grading to match surrounding shots and practical building and character.
* I created a reflection on Spiderman's eye shield in comp.  To get a feeling of Gwen(female character) is falling down inside the tower, I re-comped surrounding shots elements and re-animated them to get the feeling.  To make this reflection work and get tower depth in stereo, I needed to tweak many depth skew work.

Shot 3

* This was a combination shot with plate and CG. Gwen (character) and bg switches to CG at the middle of the shot.
* Tower below gears were full CG. I created comp look of looking down shots of this clock tower sequence.  Atmosphere and building structures below gears needed a lot of work in comp to make tower looks very high. (depth cue, breaking up direction, adding color & softness variation etc).
* I adjusted CG background and a character's lighting and grading to match practical reference to make the transition looks natural.
* 2D sparks, lens flares, distortion and camera shake were added in comp.

Oz : the Great and Powerful

Shot 4

* This was a stereo compositing shot.
* FG and MG crowds plates needed blue screen pull.
* I added CG castle, mountains, road, BG crowds, FG rocks, flags, poles, cloud and a matte painting sky.
* Lens flare is added in comp.
* I adjusted lighting and grading on CG elements to match plate's lighting.
* Two plates are used for FG and MG crowds which has different camera move. So I did match move the plate using camera projection.
* Poles and flags had lots of over/under issue and mis-matchmove needs to be fixed in comp.
* Passes had sizzles around highlight area needs to be removed in comp using projection, denoise and median.

The Amazing Spider-Man

Shot 5

* This was a full CG shot with stereo compositing.
* I adjusted lighting, grading and color of Spiderman
   to match sorrounding shots.
* CG cities needed to match the practical NY night time city of
   surround shots. So a lot of sensitive color correction, breaking up
   lights and adding atmoshere & glow were needed in comp based
   on each car, building and people on the street.
* The street in this shot needed puddle. But there was not enough time
   to make puddle in 3D. So I created puddles on the street in comp
   using roto, color correction and cheated some reflection in the puddle.
* Car lights had sizzle issue which was difficult to remove completely
   in lighting because of rendering time issue. So I removed sizzle
   in comp using denoise, median, clamp and some projection.

Shot 6
* This was a full CG shot with stereo compositing.
* I adjusted ligiting, grading and color of Lizard to match
   sorrounding shots. I graded down his lower body and increased
   rim light of his uppder body to make him looks more dramatic
   and aggressive in the shot.
* BG building needed to match the practical buildings of surrounding
   shots. So a lot of color correction and breaking up lights were
   needed in comp.
* Original green gas elements pass looked flat. So I needed to
   change lighting in comp to make it sit in the shot. And there was
   some strange shape in the gas which was difficult to fix in
   Houdini. So I fixed it in comp using Transform (mask) node.

Green Lantern

Shot 7

* This was a full CG shot.
* This was the only shot from this camera angle in the green
   lantern's planet. I created the look of the world from this angle
   with the lighter.
* I adjusted the lighting, grading and added atmosphere to make
   the very bottom of the city center of interest.
* Some of the building on the bottom of the city was created in comp.
* Screen bottom right pink building texture was recreated
   in comp using camera projection.

Shot 8

* This was a full CG shot.
* This shot needed a lot of integration work of each element, character,
   character's dead body, their green energy, yellow energy, skelton.
   Animating the timing when the characters turned into dead bodies
   and skeltons showed up from their bodies was one of the hard thing
   in this shot.
* Yellow energy was made with eight different passes. I did slightly
   different color correction, added some break up to make more detail
   texture, eroded lines partially and added different glows to each pass
   to make more complicated shape to the enerygy.

The Amazing Spider-Man 2

Shot 9

* This was a combination shot with a plate and CG. Character plate needed green screen pull, and background is CG.
* I adjusted lighting and grading on CG background to match practical plate.
* Green screen was very noisy, so needed a lot of key work especially for her hair detail.

Shot 10

* This was a combination shot with a plate and CG. Character plate needed green screen pull, and background is CG.
* I adjusted lighting and grading on CG background to match practical plate.
* Stuntman's hands were big and muscular. So I made them smaller and smooth.
* Green screen was very noisy, so needed a lot of key work especially for her hair detail.
* Atmosphere and building structures needed a lot of work in comp to make tower looks very high.

Shot 11

* This was a full CG shot with stereo compositing.
* I adjusted CG background, character lighting and grading to match practical reference. And I needed to add more dramatic mood to this shot compared to other shots, so I tweaked atmosphere and BG, FG & character lighting balance.
* CG character needed many tweaks to make it less CG. (Color correction, highlight break up. hair and skin detail, skin color variation etc.)
* I added texture detail and highlight break up to background using noise etc in comp to make it less flat and more interesting.

Shot 12

* This was a full CG shot with stereo compositing.
* I adjusted airplane, sky and FX passes lighting and grading to match surrounding shots.
* Extra camera shake, heat & speed distortion, extra highlights glow were added in comp.

Oz : the Great and Powerful

Shot 13

* This was a stereo full CG shot.
* I adjusted CG elements lighting and grading to match surrounding shots and practical witches.
* Castle pass had lots of sizzle around golden parts needed to be removed in comp. I used camera projection, denoise, frame average and blur.

Shot 14

* This was a stereo compositing shot.
* Oz and FG ground plate needed blue screen pull.
* There was a big tree at the screen left of the plate in the end (befind monkey) needed to be removed. Then I added plants and flowers from other shots' plates and did match move with camera projection.
* I added CG monkey, bag and its trail on the ground, bg forests and bg grounds.
* I adjusted CG elemens lighting and grading to match surrounding shots.
* Color correction was added to Oz face to make him sit in the shot.
* BG ground is CG and FG gound is plate. I did match move for CG ground to match practical plate.

Shot 15

* This was a stereo compositing shot.
* Glinda (witch) was blud screen plate, and I comped with matte painting sky, cg baboons and cg forests.
* Green lightening and its influenece light on Glinda and baboons were added in comp.
* Her arm and baboons' hands move didn't match. So I warped and did tracking on her arms.
* Wand glint is added in comp.

Shot 16

* This was a stereo compositing shot.
* Two witches plate needed blue screen pull and reposition in comp.
* Baboons and bg trees were CG and sky was matte painting.
* Green lightening and its influenece light on Glinda and baboons were added in comp.
* I added pendant glow and wand glint.
* Sublte hand drift camera move  was added in comp.

Shot 17

* This was a stereo compositing shot.
* I pulled blue screen behind the corn field.
* Monkey, doll and FG flowers and bg cornfield were CG. Sky was a matte painting. I did color correction and grading on these elemens to match plate and surrounding shots.
* I warped Oz's pants based on doll's move.

Shot 18

* This was a stereo full CG shot.
* I adjusted CG elements lighting and grading to match surrounding shots and its practical ground.
* I removed some sizzle on her dress highlights.

Shot 19

* This was a stereo shot.
* This shot had 3 plates for Oz and 2 crowds needed blue screen pull.
* Monkey, bg castle, basket and fire were CG. Heat distortion was added in comp.
* There was a lot of hold out issue between Oz and monkey needed to be fixed in comp.
* Monkey's arm movement didn't match Oz. So I did re-tracking and warping his arm in comp.
* Fire influence light was added to crowds in comp.

The Amazing Spider-Man

Shot 20

* This was a full CG shot with stereo compositing.
* I color corrected Spiderman to make him looks like he was in the    helicompter searchlight. And also I added the light flicker on him using expression in Nuke.
* I graded down bg bldgs and smoke pass a lot with roto to
   make spiderman is the center of interest in the shot.
* Blue electricity was made with eight differenct passes.
   I adjusted the color, brightness and oppacity of each pass.

Shot 21

* This was a stereo compositing shot.
* Lizard & green gas were CG, and SWAT guys and bg were
   in the practical plate.
* I adjusted lighting and grading on Lizard to make him sit in the shot.
* Blood texture on his black bag was added in comp using blood
   picture and UV projection.
* Green gas was made with five different passes. I adjusted the color,
   brightness and oppacity of each pass to make the gas looks successful.
   I used noise to break up more texture of gas where the light hits.
* Some green gas pass was not in the correct depth in 3D. I tweaked
   their depth partially.

Shot 22

* This was a stereo compositing shot.
* Lizard & green gas were CG, and SWAT guys and the city were in the practical plate with blue screen. Two plates were used in this shot. One with SWAT with blue screen and the other was city.
* I adjusted lighting and grading on Lizard to match surrounding shots
   and make him sit in the shot.
* Green gas was made with four different passes. I adjusted the color,
   brightness and oppacity of each pass.

Shot 23

* This was a stereo compositing shot.
* SWAT guys and the FG building were in the practical plate
   with blue screen. I pulled the key and replaced it with CG city
   and matte painting sky.
* I adjusted lighting, grading and color of cg buildings & the street
   as well as adding atmosphere to match the reference of real NY
   night city. I broke up some lighting with noise and roto to make
   them look less CG.
* The SWAT guys plate and CG didin't match in terms of perspective
   and camera move. So SWAT guys plate needed to be skewed and
   animated when it went out of frame to match CG city.
* FX fire, smoke and electricity pass were added. And I color corrected
   the plate when the influence light from fire happened.

Shot 24

* This was a full CG shot with stereo compositing.
* I adjusted lighting and grading on Spiderman and
   bg buildings to match surrounding shots.
* FX passes (blue electricity, dust debis) were needed to change
   color and graded in comp to make them sit together in the shot.

Shot 25

* This was a stereo compositing shot.
* Oscorp building (screen center building) was CG and others were
   practical buildings in the plate.
* Sky needed to be replaced with matte painting sky.
* This shot was one of the very difficult shot. Oscorp lighting pass
   didn't have detail and the look was very CG. So I needed to add
   a lot of color corrections, grading, extra sky cloud texture and
   lighting break up on the glass and facade in comp. I used noise
   projected on the geometory to break the straight line of Oscorp.
* I created the glare from the sun light on top of Oscorp.
* I created interior room lights on the front glass of Oscorp using roto.
* I animated clouds movement in the sky using warp, and noise and
   iDistort nodes.
* Small camera shake was added in comp.

The Smurfs 2

Shot 26

* I adjusted CG elements lighting and grading to match the plate. Smurfs, Blue electricity, window glasses and reflections on the glass are CG.
* I animated and warped the red flower plants when the explosion happens. (Plants in the plate are statistic) using root, translate, noise, point warp and Idistort.
* Camera shake is added in comp.

Shot 27

* I pulled blue screen of FG plate and comped with BG and Smurfs.
* BG were patched with about 20 different plates. I tweaked each plates to match perspective and lighting.  There was a gap issue of rotating ferris wheel. To fix it, I painted and hand animated part of the ferris wheel.
* I adjusted Smurfs and glass lighting and grading to match the plate.
* I animated and warped the red flower plants when Smurfs flew over them.

Shot 28

* I pulled blue screen of FG plate and comped with BG and CG elements.

* I adjusted Smurfs, storks lighting and grading to match the plate.
* I animated the table when screen left stork jumped down. And I animated and warped red flower plants as well when stroke flew flew over them.

Green Lantern

Shot 29

* This was a full CG shot.
* This shot needed heavy integration work because there were
   many elements and FX passes in the shot. Especially to create
   monster's complicated and detailed look was difficult.

Shot 30

* The character, fire tornade, melting glasses, smoke are CG elements.
   And bg is the plate.
* I adjusted the lighting, grading of the character to match the real
   one of other shots.
* Creating the look of melting glass tornade was the most diffiult work
   in this shot. Using three different glass passes which had different
   lighting and materials to mix them together.
* Influenece light from the fire on the plate and heat distortion
   was created in comp.
* I recreated the shape of the fire in comp using warping
   and transform (mask) nodes.

Shot 31

* I comped CG mask and body on the practical plate.
* CG mask didn't line up with his face. So it needed to be warped
   in comp.
* I animated the flash light on the mask to match the practical plate
   flashing light. I used curve tool to get the curve of the lighting
   in the plate, and added some expression in color correction node.

Shot 32

* I comped CG Green Lanter character and green FX pass on
   practical plate.
* Lens flare and distortion were created in comp.
* Camera shake was added in comp.

Shot 33

* Flying glass pieces are CG element and bg is the plate.
* The most challenging thing in this shot is to creat the transition
   from still picture of glass with crack to CG glass tornade.
   I used a jagged shape roto and animated it to reveal the broken
   glasses. And the noise texture was used to make small
   spec highlights on the edge of broken glass.
* Camera shake was added in comp.

Shutter Island

Shot 34

* I did compositing, matte painting, tracking and match move
   in this shot. I used Photoshop for matte painting and Moca
   for tracking.
* I created broken windows, broken roof top, branches and trees
   with Photoshop.

Shot 35

* I did matte painting of bottom buidling in this shot. Still image
   of the miniature was used for this matte painting. But the image's
   perspective and lighting was different from practical plate.
   So I warped the image and recreated the lighting in matte
   painting to match the plate perfectly.

Oz: the Great and Powerful Trailer

Shot 36

* This was a stereo compositing shot for "Oz the great and powerful" movie trailer.
* Evanora (the lady in screen center) 's plate needed blue screen pull.
* I adjusted lighting of green castle to match matte painting sky's sun position. Both castle and sky needed to rework in comp in terms of lighting direction to make them sit together correctly in the shot.
* Flying charcters passes needed a lot of integration work in comp.  And these characters had eight passes, so there was under/over issue needed to be fixed in comp.
* I made sky clouds subtle animation using corner pin and iDistort, To make the sky and clouds more volumetric in 3D space, I used depth warp on each clouds.
* There was many artifacts for the hero flying character. So I did stereo painting to remove it.
* Evanora's plate and the castle didn't match their depth animation. So I fixed Evanora's plate's depth each frame to match the castle perfectley.