Lighting, rendering and compositing
I light shots to guide the eye and set the mood, from 270° stereo renders and stylized character scenes to 16mm film sets.
Lighting reel 2026 · 35 seconds
Girls Trip
A miniature 3D version of an album cover, lit to match its soft pink and purple mood. See project →
Light rig

1. Clay and light rig
Area lights and spot lights placed around the car and the girl, with a painted sky card behind.

2. Materials
Materials and colors checked before the lighting pass.

3. Lighting pass
The pink and purple mood from the album cover, built with the lights.
Final
Final lit scene
Lighting and color built to match the mood of the original album cover.
Backrooms
A teaser frame from my Backrooms animation, from clay to the final lit and composited frame. See project →
From clay to final

1. Clay
The rooms and props in plain clay, before materials and light.

2. Materials
Yellow wallpaper, carpet and ceiling tiles, lit flat.

3. Final teaser frame
Some ceiling lights off, hard shadows and a sick yellow green grade.
Controlling the lights

Ceiling light control
The ceiling material splits the tiles into a grid with a Brick Texture. White Noise driven by the LightSeed attribute and a Less Than threshold decide which panels glow, and the LightOn attribute from Geometry Nodes sets how many are on. I can choose when and where the lights turn on.
Compositing

Compositing
Tune Image boosts the color, then Bayer dithering, a vignette, light streaks, bloom and Super 35mm film grain give the old camera look.
Beyond TCG: Alien vs Mech
I light, render and composite the Alien vs Mech poster, from the light rig to the final frame. See project →
Poster, light rig

Materials and light rig
The lights placed around the mech and the alien before the lighting pass.

Lighting pass
Cool blue fill, pink rim and glow from the alien, and haze in the background.
Poster, step by step
Poster compositing

Blender compositor
The poster render goes through a Glare node set to Fog Glow, which gives the fire, the aura and the alien glow their soft bloom.
APPOT: A Long Jog
I lit and rendered a 3-minute stereo short for the CMU ETC CAVERN, about 6,000 frames from one panoramic stereo camera. See project →
Final lit shot
Bright, readable daylight so the audience can follow the action across a wraparound wall.

Before: first wall test
On the CAVERN wall the dark greens fell apart and the scene was hard to read.

After: relit forest
I pushed the colors brighter, removed the darkest areas and gave the forest its own space.
Testing in the room
I test renders on the real wall and tune them, since the screen reads very differently from a monitor.

Staging the eye
Each new scene starts where the eye already is, using light, color and placement instead of camera moves.
Unreal and volumetrics
Lighting in a real-time engine, and light inside volumes.
Lit close-up
Planned where the light comes from in each shot for a 6-minute animated short.
Nebula
A procedural nebula where light scatters through volume shaders.
On-set lighting
Before 3D, I learned light on real sets, with real lamps and film stock.
More work: 3D & Animation, VFX, Film & Content


