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View Full Version : comping 3D stuff behind real glass..


bravmm
01-30-2011, 09:12 AM
Hi all,

Can someone give some hints/tips/links on how to properly composite 3D objects behind glass?
It might be a basic workflow, but we all start somewhere :blush:

I've got some shots that require a 3D model to appear behind the glass sides of a escalator, and one behind a windowpane.

I would love to get some production tips on how to properly extract reflections, highlights etc. and do some color correction, all based on the existing (moving camera) plates.

All other stuff like tracking, HDRI lighting, cam. projections and mattes is covered, it's 'just' the glass comping part I'm fighting with.

cheers,

rob

ndeboar
01-31-2011, 10:26 PM
I dont think there is anyway to extract reflections from glass. Generally if you have to do something like thise, you'll remove the glass from the shoot, and add it in comp later.

Unless someone has invented a magic bullet for this?

DSW
02-01-2011, 05:58 AM
I've not done this before, but I would approach it in a 3D program. First I would model the glass (essentially replacing the glass in the escalator - or blending it - as well as the window pane) and have my character acting behind it. Then comp this on top of the existing footage. I don't know if this is anywhere near how it is actually done, but it's how I'd do it. :)

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02-01-2011, 05:58 AM
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