Showing posts with label Mental Ray. Show all posts
Showing posts with label Mental Ray. Show all posts

Monday, November 2, 2015

Bleach short

It has been a little quiet here, but for good reason.  Lately I've been busy not only with my own work, but also with background acting (aka an extra) for several films and tv shows, as well as working on texturing and lighting background elements for a pilot being developed at ECG Productions.  These other projects have taken a lot of time away form my own work, so I don't have anything new to show right now on it, but I do have something to show for all this time.  A CG integrated element into a live-action plate.
This is a really simple scene, with no camera tracking or anything.  And while it is not perfect, due to the tight time constraints and budget, I managed to give them something decent.

Essentially I was asked to be on set to help direct two short scenes for setting up digital elements.  The first was to build a 3D sign for a community.  While I feel there is still plenty more that can be done, I did the best I could in the time I had.  I had to add this sign to a flat plate, and try to blend it in seamlessly.  While it isn't perfect yet, and doesn't have any color grading on it, I'm satisfied with what I gave them.

Original plate (flipped)

Final render (color corrected)
 I used Maya with mental ray to build the 3D element and Nuke to put this together.  The confusing part for me was that the premultiplied element was coming in with a very thick white border, which I had some trouble removing.  I will take a look at this later and see if I can pinpoint the problem, either in the render or the composite, and find a better solution.

So other than that, I will still be working on my Starbucks piece which I hope to finish soon, and working on a new short short.  I hope to have 3 new pieces on my reel by the end of the year, so I better get cracking!

Friday, September 12, 2014

WIP, Friday Sept 12th

Almost done with the modeling.  I have the top of the machine int he back to finish modeling, and there are some smaller details like screws, grout, and feet to put in, not to mention the powder in the containers, but I think I'm almost there!  I am pretty satisfied with how the blender containers and handles came out.  Still waiting for Renderman, but I might have to bypass waiting for it, and either texture and light at SCAD on campus (if I can get in), or use 3Delight or Mental Ray.  Well, we'll see what happens next week.
Tell me what you think so far.


Tuesday, September 9, 2014

WIP, Tuesday, Sept 9th

Well after taking a short break for the weekend (while working on other projects), I've come back to the Starbucks picture.  Right now, I am (finally) done with matching and placing the objects.  At last I've started making the refined models.  I am using a combination of subdiv and polygons (with a few NURBS).  After experimenting with the Maya 2014 feature of creases sets, which I have worked with before, I've found that while they are are useful, not everything supports it properly.  Case in point, I am planning to render this using PR Renderman (whenever Pixar releases it... they said they'd release it at SIGGRAPH but that was a month ago), so while I wait, I am using a copy of another Renderman renderer, 3Delight.  Apparently, it doesn't like crease sets that much, and there have been other issues.  But I can say this, it is a lot better and faster than Mental Ray.  I haven't gotten to texturing or lighting yet, but with a simple test at full resolution, it took Mental Ray about 1 and a half minutes to render the scene, while 3Delight actually added shadows (turning them on on the default lights) and took only 16 seconds to render the same shot.  Much faster.  So right now, I am using 3Delight, but I am hoping PR Renderman comes out soon.

Until then, here are the visual updates:
No wirefreame

With wireframe
As you can see, I have refined the models of the nozzles in the foreground, as well as the lid in the foreground to the left (also added the indents), refined the cups in the tower, remodeled the containers in the center with better lids and more details, as well as the pumps on them, and the handles sticking out of the containers behind them.  I am hoping tomorrow to finish modeling the containers in the stand, the pitchers on top of the larger case, and get cracking on the machine int he background.  One large challenging piece for that will be the odd-shaped structure on the top of it, which I have mainly avoided for the rough placement, but will need to be figured out and addressed soon.  Once that is done, I will do a once over on the models and their placement, and finally get started on shading and texturing.

I also have plans to start modeling a minor character, from Dexter's Laboratory, as a practice on modeling a character and texturing it.  It should be easy, but will let me explore Mari some more.  More on that later.