Nick Deboar




Mitsubishi
Studio: Kojo
Role: Lighting/Surfacing TD
Software: Maya, Nuke, Vray

I
completed all lighting and surfacing using HDRIs for the base lighting. Renders
were then comped in Nuke and handed on to another compositor for final grading.


Legend Of the Guardians: The Owls of Ga’hoole
Studio: Animal Logic
Role: Lighting TD
Software: Maya, Nuke, MayaMan, Prman

I lit and composited all shots. Eye reflections and depth of field were done in Nuke, the latter using deep compositing.

Happy Feet Two
Studio: Dr D
Role: Lighting/Surfacing TD
Software: Houdini, 3Delight, Mari

 I did not comp/grade these shots.
Boat sequence: I was the key lighter of all shots in this sequence.
Crowd sequence: I was responsible for shot lighting based on key light.
Surfacing: I groomed and surfaced 3 penguins (two emperor penguins and a chinstrap, which are seen in the crowd shot above).

DeBlob/ ModNation
Studio: The People’s Republic of Animation
Role: Lead Lighte
r
Software: Maya, Nuke, MentalRay

I led a team of 3 lighters, developed Nuke comp templates and lighting tools and was the key lighter.
Still
Software: Maya, MentalRay, Nuke

I completed all elements of this image.
 






 

3Delight

dProduction Shader download

 

Car rendered with dProduction shader

dProduction is an uber shader, similar to Mental Ray's Mia shader.

Features:

  • Oren Nayer Diffuse model
  • Cook Torrence Specular model
  • Linear colour support
  • Point Based Occlusion/Indirect/SSS/Reflections
  • Ray Traced reflections
  • Energy conservation
  • Incandescents (light emitting materials)
  • Full set of AOVs
  • Written in RSL 2.0

Comes with a handy environment light:

  • Full HDRI lighting with accurate shadowing
  • Separate ambient and reflection map inputs (typically how HDRI's are supplied)
  • Fast environment reflection mapping
  • Global Indirect/Occlusion PTC controls

The shader looks for a pass called "bakePass" for point based effects. Recommended settings for this are:

Attribute "cull" "integer hidden" [ 0 ]
"integer backfacing" [ 0 ] 
Attribute "dice" "integer rasterorient" [ 0 ]

Also ouputs the following AOVS:
Diffuse, Specular, Reflection, Ambient, Occlusion (includes Fresnel), SSS, point world/camera

dPtcLight download

Simple shader for emitting light from geometry, requires the dProduction shader environment light and PTC bake pass.

 

dFur download

fur

Simple fur/hair shader:

  • Dual specular highlights
  • Fast translucency (fake sss). Requires shaders to be executed during the deep shadow pass.
  • Reads in underlying UVs for overall colour maps
  • Random diffuse variations per hair
  • Designed for Maya Fur, not tested for other Fur systems

Nuke

ndCameraDistort download

Mimics Syntheye's camera distortion. The distortion parameter is equivalent to Syntheyes K.

http://www.ssontech.com/content/lensalg.htm

 

pDistance download

Draws a sphere based on the distance between the sampled point and the rendered point. The sphere will stick to that point in space. Requires a point pass in world space.

Usage:
Create a new view with the point pass, and another with the output of pDistance. Eye drop the point from pDistance onto the point pass.

 

pCard download

pPlane

Places a 3D card anywhere in space by just clicking. Requires the scene camera and a world point pass.

Usage:
Create a new view with the point pass, and another with the output of pCard. Eye drop the point from pCard onto the point pass.