Sandra Herman is a Montréal based Compositor, interested in Lighting CG Animation. Her compositing and integration work can be found in the series: Weather Hunters (2025-), F is for Family S4 (2020), Little People (2016-2018), and Inspector Gadget S2-3 (2018), not to mention the films, Snow White (2025) and Kingston Paradise (2013).
Saturday, 6 April 2019
Thursday, 4 April 2019
April 2019 Compositing Show Reel
Please contact me for the password to my Compositing Reel. The content I created at DHX Media cannot be made available for public viewing.
Animation Based Compositing Show Reel
The link above is the newest revision, focused on compositing animated series.
There is a separate revision that is focused on VFX Live Action compositing and rotoscoping, called "VFX Compositing Reel" on VIMEO. Scroll upwards for the link.
https://vimeo.com/328304531
The link above is an older compositing reel edit from March 2019.
Monday, 11 March 2019
Tuesday, 20 November 2018
Wednesday, 14 November 2018
Space Ranger Roger Compositing Work
Saturday, 6 February 2016
Compositing, Rotoscoping, and Texturing Reel Feb.2016
Compsiting, Rotoscoping, and Texturing Reel Feb.2016 on Vimeo:
Sunday, 2 August 2015
Compositing Reel
Lighting and Compositing Reel from Nov.30.14 on Vimeo
New revision includes the recent Lincoln Centre Previs project, which involved detail-specific colour correction elements in After Effects and Photoshop. Also, an extra interior lighting pass has been added to the Battleships project. See the ship that is camera right for the edit.
Monday, 12 January 2015
Urban Decay Final -- Increasing Lighting and Texturing Skills
Beauty Pass for Urban Decay
Continuing to learn render layer set-up for 3DsMax
I wanted to make the photometric lights physically visible in the scene as a line of bright factory lights above the pipes, against the brick wall. There must be some obvious settings to do that, I could fake it in-post too. I did want to make the dirty glass windows have some luminescent glow, but the phong shader either went invisible of solid. That one shadow on the ground is too sharp. Overall, I was going for a dreary feeling. The overcast sky helps that come across.
A bit of Z-depth and glow added to the windows. Another render is needed to make sure that the dirty glass texture is visible.
Urban Decay WIP November 2014 from sandra herman on Vimeo.
Quick breakdown of early light setup and textures.
Continuing to learn render layer set-up for 3DsMax
I wanted to make the photometric lights physically visible in the scene as a line of bright factory lights above the pipes, against the brick wall. There must be some obvious settings to do that, I could fake it in-post too. I did want to make the dirty glass windows have some luminescent glow, but the phong shader either went invisible of solid. That one shadow on the ground is too sharp. Overall, I was going for a dreary feeling. The overcast sky helps that come across.
A bit of Z-depth and glow added to the windows. Another render is needed to make sure that the dirty glass texture is visible.
Urban Decay WIP November 2014 from sandra herman on Vimeo.Quick breakdown of early light setup and textures.
Friday, 9 January 2015
Urban Decay Textures Revisit in 3DsMax
Starting to relight the scene in 3DsMax. There was this problem with the walls, floor, and roof disappearing. Originally I thought it was a MR sun/IBL issue, so I thickened the geometry of the walls. It was just a matter of changing the settings for a few shaders. Above is the scene, the second version has final gather settings. There is a directional sun light (key) pointing into the open wall and a fill light.
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* Sandra Herman | Experienced Compositing Artist Shot Breakdown – October 2026 | 01:08 – Video run-time 00:00 – Title Card. Nuke. – Ra...








