Hi Sharon,
A warm welcome to you on cgtalk and thank you for taking the time to answer our questions.
It would be great if you could tell us a bit about the lighting process in your films. For e.g. how early on do you actually start lookdev for a set and how closely do the lighting and shading team work with each other? Are issues like those related to fidelity of surface detail, hold out matte AOVs and geometry complexity resolved at this stage before shot production begins?
Also, how do you usually light your fur/hair/foliage assets? Do they use the same kind of toolsets that are used to light regular geometry or are they treated and rendered separately and integrated back in compositing?
And how much of a role do you play in taking stock of your existing toolsets and then coming up with your requirements for further development on a show? Because any kind of R&D would probably require a lot of time and of late we’ve been seeing an amazing amount of development happening in prman in terms of raytracing. I guess a lot of it has to do with your “demands” for such lighting solutions?
Apologies if any of my questions are vague and I’d be glad to expand on them. Your work with Pixar has been inspiring and all props to you and your team for continuing to inspire us all.

