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Laurent Makowski
Lighting TD
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Matrix Reloaded
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2 likes
0:02-0:06
I was given several shots , but it was mainly the entrance in the Architect’s room.
First, Neo inserts the key that “opens the door”, or should I say, gives you acces to the Architect’s control center. A very strong light grows and kind of burns the door.
0:06-0:12
Instead of using volumetric lights, the light rays were created by script, placing polygons randomly on a surface, driven by a 2D black and white fractal texture.
0:12-0:20
Those shots, though quite simple, were a good learmning curve, as the resulting images are a mix of 3D 8 bits renders and Cineon 32 bits live action. With such a depth in 2K, that made Buf’s compositing software quite slow. Hopefully, it had a very nice manual memory management, and a few other tools I’d like to see in Shake or Nuke one day.
0:23-0:26
The tricky part was this long sequence where the camera pulls back rapidly, then slows down to reveal a sort of star field and galaxies. We then discover this was displayed on a screen, of which the camera goes out slowly.
0:26-0:40
The difficulty here was to compensate 2 camera moves: the camera in the star field and the camera going out of the screen. Such a nightmare, as the speed wasn’t linear. It would have been more simple otherwise… so I played with curves for days to achieve a seamless transition. And when it finally worked, I was told that there was a new timing, or t
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James Bennett
I can only imagine what your comp tree looked like with so many monitors with offset images... crazy?
126 months ago
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