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Cinematic Lighting Shot Production

Light & Composite a Shot Using Maya, Katana, Arnold & Nuke with Graham Cunningham

Description

In this comprehensive workshop by Graham Cunningham, you will be taken through the entire process of lighting and compositing a cinematic shot using Maya, Katana, Arnold, and Nuke. This is an advanced course that builds on the Introduction to Katana workshop by Taeyoung Kim.


This 4-hour workshop begins with setting up OCIO for ACEScg, importing and preparing assets in Maya and Arnold, creating a layout and shot camera, managing your .tx files and color spaces, and details how to convert materials to MaterialX, and export everything to Arnold USD.


Next, in Katana, you’ll discover how to update the shot template, create some new macros, prepare Interactive render filters, and set up AOVs for multi-channel EXR output. You’ll see how to import your USD assets, optimize your scene, go through the lighting setup, and create and modify HDRI light textures (in a quick excursion to Nuke).


From there, the workflow proceeds to the creation of render passes, how to manage visibility and sampling, and render image sequences to disk using Katana batch commands. As the last step, Graham jumps into Nuke, where he shows how to assemble the render passes, split out light AOVs, adjust light colors and intensities. You’ll also explore how to add atmosphere using volume/fog renders and WorldP data, how to add fog FX using stock footage on 3D cards, as well as how to use cryptomattes to fine-tune results, add glow, lensflare, film grain, and apply a final color grade.


Upon completing this workshop, you will have a thorough understanding of what it takes to be a lighting compositing artist. Although project files and plugins are not provided, a list of the assets used are provided with this workshop.


Graham’s scene was built using the Tokyo Back Alley Kit from Big Medium Small. After assembling the scene in Nuke, Graham then utilizes animated Lingering Fog assets from Action VFX to build up the atmosphere.


Duration: 4h 03m

Format: HD 1920x1080

Graham Cunningham

Senior Lighting, Compositing & Look-Dev Artist

Graham Cunningham is a senior lighting, compositing, and look-dev artist with over 27 years of experience. He started his career as a generalist , working on VFX for film and television at various boutique studios in Toronto. In 2007, he made the move to Blizzard Entertainment, where he contributed to Diablo III, Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch II cinematics — many of those projects as a lead lighting artist. 

  • Graham was arguably the most technically proficient member of myteam during my time at Blizzard and was key in evolving several of our lighting and compositing workflows, including major improvements to our color pipeline, image-based lighting, and subsurface scattering rendering quality. His ability to solve challenging problems and use of innovative techniques resulted in visuals that wowed our artistic leadership and raised the bar for his teammates.

    - Jon Lanz-Sr.
    Software Engineer / Technical Lead, Rendering and Shading at DreamWorks Animation

  • Graham led many shows as a lighting lead, crafting beautiful shots that have significantly contributed to some of the most memorable cinematic moments in the history of Blizzard cinematics. He possesses an eye for beautiful color balance and value structure and has a deep interest in the details of lens choices and their characteristics.

    - Sheng Jin
    Associate Director / Back-End Supervisor at Blizzard Entertainment