Looking great man!
On the ivyman you've got a bit of a crunchy alpha on the screen right door frame, it's only when it's lit up by the smoke so check the alpha you're using to stencil/mask your smoke/fog elements. Also check the camera you're using for the image in the bg behind the door frames, just after the smoke clears it jolts around a bit.
I think as well that if the light source to the right was that bright, the ivyman would have a substantial rim light, so either tone the light down or add a rim light in there. One last thing would also be to bring the sky down a bit, it's looking a bit bright for how the inside is exposed.
Thanks Liam. Appreciate it.
I was looking at a few tutorials online and I came across an awesome video by Hugo Guerra on the Reconcile 3D node. I thought I could use it to create fog lights for the car. this is just a proof of concept for now.
So the way I got this working without the alembic cache was to use the deep comp as reference for the axis node:
Here is the scene set up. I am using an expression in the XY from the reconcile node to drive the volume ray to create the volumetric fog light. all of this was done without the use of maya.
This is the result on the plate:
I am going to do something with this to make the comp more interesting I guess. Aiming for maybe a night shot.
Edited by EIdriss, 25 November 2016 - 12:31 AM.