
For this week, the most challenging part is to simulate the lighting direction. Watching the shadow of the footage and set the lighting to cast shadow that similar to it.


Therefore, area light on the right hand side is the key light, while the cylinder light on its left is the fill light. The light blocker planes own their important roles to avoid the lighting that do not belong to the room of crypt.


And for the outdoor area, I used the pipe shadow on the wall at the left hand side as reference. You may see double shadow for one single pipe, which means at less two lighting source are set on site. However, not much further information for the direction, so I can only have a guess on it. Hopefully, I can have the time to output normal pass and position pass to do slightly re-lighting adjustment later in Nuke.