Deep Lighting From the Audiences Perspective

For my vfx I don’t use “normal” lights, but volumetric lighting drives all my caustics.  On my lighting setup what I do is shoot light rays down into a virtual audience that has fog around them (whom sit within a panaroma), then the reflected light from the fog and audience is driving my vfx and scenes.  The projected light rays down into the audience are normally constructed from real footage (from r3d files), so the color space is consistent between primarily vfx shots and primarily “real” shots – to give a consistent color space in mixed reality.

This is a fairly expensive CPU way of doing things, but is plot/theme driven so is something I just need too do.