3D Lighting Artist (NVIDIA Omniverse) — Event Main-Stage Concept Model, 3-Day Turnaround

Posted 3 weeks ago

Worldwide

Summary

We're building a 3D model of an event main stage — the kind of stage used for large keynote presentations and live shows — for a concept pitch. The design exists; the geometry exists; the art direction exists. What we need is a lighting and look-development artist to make it sing inside NVIDIA Omniverse, on a fast timeline and a lean budget. If you're not deep in Omniverse specifically, we'll consider someone with strong 3D scenic/stage-lighting experience (concerts, events, broadcast, archviz night scenes) who can texture-map video onto LED screen surfaces and get up to speed in Omniverse (USD Composer / RTX) immediately. The situation. The stage set was designed in Vectorworks and exported to USD; the model is already imported into Omniverse and the geometry is solid. Art direction is locked — we have a working web-based (Three.js) version with the looks we want, plus hand-colored lighting reference renderings. Our own attempts to replicate the looks in Omniverse haven't held up: elements render too dark to the point of invisibility, lighting fixtures incorrectly appear self-lit, and iteration is slow. This is native look development in Omniverse against supplied references — not file conversion. We'll walk you through the reference scene and the intent behind each look. Primary deliverable: a live, real-time navigable Omniverse scene. We will fly through it on video calls, switch lighting looks, and swap screen content live, in front of an audience. It must run smoothly in RTX Real-Time on presentation hardware, including volumetrics (beams/haze). Secondary, once the live scene is right: a recorded fly-through via Movie Capture and a few high-res path-traced stills. Scope of work Base scene correction — fix materials/exposure so all scenic elements are accurate and legible; correct fixtures that falsely render as lit. Lighting control per group — fixture and screen groups from the source model should have carried into the USD. Verify early whether fixtures arrived as functioning lights or geometry only; if geometry only, place RTX lights within the existing group structure. Goal: independent intensity + color control per group. Two switchable lighting looks built as USD variants (dropdown-selectable, extensible later): Walk-in — all lights active, energetic, visible beams and haze; Video playback — subdued, focus on the main screen, scenic still readable. LED screen content mapping — texture-map provided content onto the existing screen surfaces, including an ultra-widescreen main screen edge to edge in the playback look. 2–3 content variations on their own dropdown, independent of lighting look (any look × any content). Live-demo controls + handoff — our team (not just you) must be able to switch looks and content live via simple dropdowns (native USD variant selectors are fine). Brief documentation: open, navigate, operate. We provide Imported USD model · reference scene and rendered output · lighting reference images · screen content · design-intent briefing. Timeline and budget Hard deadline: end of day Monday. Three days total — this post is for someone who can start immediately and work through the weekend. Fixed price: $700–1,200 depending on experience, split across three milestones: Base scene corrected + fixture audit — due Saturday EOD (this milestone is the go/no-go gate) Two looks as USD variants + per-group controls Content mapping + demo controls + docs + fly-through/stills — Monday EOD, demonstrated live on a call Rush bonus: $125 for on-time full delivery verified live. We're budget-conscious by design — bid accordingly, but bid honestly. A realistic bid you can hit beats a low bid you can't. Required qualifications Omniverse experience (USD Composer or equivalent Kit app): RTX lighting, MDL materials, USD variants — or a strong scenic/stage-lighting 3D portfolio with clear ability to come up to speed in Omniverse fast Real-time lighting and exposure/tone-mapping fluency — you know why a scene renders black and how to fix it properly, not by cranking intensities Video/texture mapping onto screen geometry with correct aspect handling Portfolio required — show environments you lit, not just modeled Available and responsive through the weekend

  • $825.00

    Fixed-price
  • Intermediate
    Experience Level
  • Remote Job
  • One-time project
    Project Type
Skills and Expertise
Mandatory skills
3D Modeling
3D Lighting
Activity on this job
  • Proposals:10 to 15
  • Last viewed by client:2 weeks ago
  • Hires:
    1
  • Interviewing:
    12
  • Invites sent:
    26
  • Unanswered invites:
    4
About the client
Member since Aug 14, 2024
  • United States
    Santa Monica8:47 AM
  • $181K total spent
    99 hires, 42 active
  • 10,610 hours

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