Effects Artist, Fuel VFX
My work on Prometheus started near end of a thorough look development process for the design of the holographic engineers. I took responsibility for the final production of the holgrams in the tunnel chase sequence, working closely with the compositing team.
My work involved creative adjustments per shot for lighting and timing, and additional shot-specific effects such as interaction between holograms and live action characters. For integration with live action plates, I developed a point-based lighting shader, used to render emitted interactive lighting on cg sets and roto-animated characters. Given the thousands of small points passing very near to camera, much effort was spent on developing techniques to deliver accurate and well aligned final stereoscopic vfx footage.
My work involved creative adjustments per shot for lighting and timing, and additional shot-specific effects such as interaction between holograms and live action characters. For integration with live action plates, I developed a point-based lighting shader, used to render emitted interactive lighting on cg sets and roto-animated characters. Given the thousands of small points passing very near to camera, much effort was spent on developing techniques to deliver accurate and well aligned final stereoscopic vfx footage.
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