This series looks at a more advanced compositing workflow - compositing a rendered model over a live background plate.

In this second part we look at environment map based reflections, and using the gi-light shader to create lighting from an image. We look at methods to position the environment map. We also look at extra image planes, and how they relate to shaders, and begin to split our render up into the various passes (=planes) that we will need in the composite.

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