Shotcraft
Visual Effects

Compositor

Combines plates, CG renders and paintings into one image that reads as photographed.

What they do

The day starts with a plate and a stack of renders that have to become one photograph. First the extraction: keying green or blue screen, refining with roto, patching from prep and clean plates, despilling, and holding edges that carry motion blur and hair. Then integration, which is mostly light. Black level and highlight rolloff get matched, atmospheric haze goes in between camera and subject, CG is relit from its render passes, and everything the taking lens did is put back: distortion, chromatic aberration, bloom, halation, grain, and the particular softness of that stop. The work happens in a node graph in Nuke, on scene-linear float data usually carried in OpenEXR, inside an OpenColorIO-managed pipeline so the viewer transform agrees with what the grade will do. Render passes and, increasingly, deep data are the raw material; deep files store colour and opacity through depth for every pixel, which is how elements are combined without re-rendering holdout mattes each time animation changes. There is also the tracking and matchmove that has to be exact, roto nobody will ever see, and a final ten per cent that takes as long as the rest. Days are versions: a comp goes to dailies, comes back with a note about one edge, and goes round again.

What they decide

The calls that belong to this role and no other.

Principles of the craft

Common mistakes

How to learn it

Exercises and routes in, not a reading list.

Where generation touches this job

Machine-learning tools are already ordinary in comp for roto, matte extraction, cleanup, depth estimation and upres, and they shorten the parts of the job that were never the interesting parts. Generated elements arrive already baked, with their own look and grain and no render passes, so integrating them is harder than integrating CG you controlled, and colour space has to be handled explicitly because it is rarely stated. Diagnosing why a shot does not read, and knowing the answer is usually black level and atmosphere rather than the edge, is the part that does not automate.

Written to be honest in both directions: this site does not claim a model replaces this role, and does not pretend nothing has changed.

Tools and kit

  • Nuke, with Blackmagic Fusion, Flame and After Effects on some jobs
  • OpenEXR scene-linear multi-channel files, including deep data
  • OpenColorIO configurations and ACES colour management
  • Render passes and AOVs from lighting
  • Keyers, roto, paint and despill tools
  • 2D and 3D tracking, matchmove and camera solves
  • Grain, lens distortion and optical artefact tools
  • Versioning and review systems for dailies

Works with

  • vfx-supervisor
  • matte-painter
  • lighting-td
  • fx-td
  • animator
  • colorist
  • editor
  • assistant-editor

The models that touch this work

The parts of the directory relevant to visual effects, rather than all of it.

Prompt craft

The vocabulary, on the other side

Lenses, film stocks, lighting patterns and mood recipes, written in the words this department already uses. Useful if you are briefing a model rather than a crew.

Open the cinematic reference · Safe zones

Also in Visual Effects

Sources