Showing posts with label compositing. Show all posts
Showing posts with label compositing. Show all posts

Wednesday, February 26, 2014

Image Based Lighting and more

So last time I showed some photographs I took studying light, specifically time of day outdoor light changes.  I have been working on a short animation that involves an outdoor shot of a market as the sun sets.  Right now it is suffering from rendering errors that our renderfarm occasionally puts in, so my next step is to fix all those.  I also have a slight displacement problem, but the other big factors include the light colors and positions of the street lights.  I have a lot of work to do to make this scene work, but once it is finished, it will look really nice.



But that isn't all I've worked on.  I have also been taking this to another level and creating a scene that uses actual photographs and actual light information from the environment and integrated by own CG element into the scene.  In other words, like action plate CG integration.  I went out and took a series of images at SCAD Atlanta's DMC, where I captured "background plates" and environment maps.  These environment maps are made as HDRI so they hold more information than a regular image, and are then manipulated in a program called HDR Shop to fit into my CG scene.  I can then use this to capture the light information in the scene to capture the ambient light, and then tweak it from there.  I also had to render in passes, so I could isolate everything from the shadows to the reflection of the chairs to the ambient occlusion.  I finally used Nuke to composite it back together, and voila!  Movie magic!

 
Image Based Lighting with CG Character Integration from David Hixon on Vimeo.


But that's not all!  I've been a REALLY busy bee.  I can't show anything currently from my last 2 projects I've been working on (not to mention math), but you can check out my other blog to see updates to my senior film, Last Light, at LastLightFilm.blogspot.com.  Besides working on my film, I have been lighting and rendering and compositing Michelle's film, Leaping Place.  It continues to be a challenge, but this entire thing must be done in one week, so it's crunch time!  I'll update more on that later!

Thursday, October 3, 2013

Readressing early work

I am interested in trying to re-work some of my earlier projects.  I was thinking it would be a great idea to remodel, texture, light, and render something I did toward the beginning of my time SCAD, and compare the two images to see how far I've come.  I haven't had the chance to do this yet, and I still have a class or two that I need to take to really make this look great, but I think it will make a great study.

The two images I am thinking about are from my introduction to 3D, "Forms, Space, and Lighting".  Right now all I can do is look at what I've done and think about what I want to do with it.  I think it may be a great segue into developing some more portfolio pieces on my own.

So here are my earlier works, an environment based on the character Harry Dresden, from the series of books The Dresden Files, by Jim Butcher.  For those unfamiliar with Dresden, he is an openly practicing wizard in modern day Chicago, who works as a private investigator.  It is adult, smart, well thought out, and entertaining.  Check out the books, and enjoy the images of his sub-basement lab.




Wednesday, May 29, 2013

Composition Final (TECH 420), version 1

Hey everyone!

I have 2 finals down, and (and a half) to go.  Why a half?  I have to take one of my projects and do a simple breakdown, but that's for another post.  For now, I have finished my final for my Compositing for Technical Directors class, which has been teaching Nuke, as I mentioned before.  Our final project was to take an existing live-action plate, which is essentially just a video taken of an environment (in this case) with the intent of adding a CG element to it later.  The CG element we could add was our choice, and I decided I wanted to do something a little different.

In the end, I am not satisfied with the level of detail the model is.  While I did a LOT of work to make it look better, including displacement, specular highlight, specular color, and more, which I did in Mudbox, Maya didn't properly import anything, and I had to fight with it to make it look halfway descent.  However, as a result, I spent to much time trying to fix bugs and errors that I had to stop fixing minor problems and get to the point of the project, which was to integrate the object into the scene.

A LOT of work went into this, but too late I ran into a bigger bug that I've seen before and couldn't figure out.  I'm not even sure how to describe it to get help, and I didn't have any time left to try to repair it or even remove it.  If you look at the object in my scene, it has a sort of polygonal look to it, but I assure you this is a smooth model with no polygonal edges on it.  The problem is the displacement I used fell apart.  I've seen this before, where my displacement lost all definition and became a mass of polygons on the surface that no longer even tried to retain it's original shape, but it only shows up on high resolution renders, so none of my smaller test renders caught it.  So I am NOT giving up on addressing this challenge.  I WILL fix this, and then I will post it.

So for now, enjoy my little scene, and again, if you have any feedback on how I can integrate the CG elements into my scene better (and please refrain from mentioning the texture, polygons/displacement on the object, or the clipping yet because I am already addressing those), I would appreciate it.  Ta ta for now...

Wednesday, May 8, 2013

Bombs away!

So many possibilities with the name of this entry...  Duke Nuke-em, Drop the Nuke, Ground Zero, Nukes Away, To [insert enemy country here] With Love... you might notice a theme with them.

Today I want to talk briefly about Nuke, the compositing program by The Foundry.  In short, this is the program that most companies use to put all the different elements they create together.  It is also where they can add certain affects, which were impossible or unsatisfactory before this point.  For a long time, the industry mainly used Shake, owned by Apple Inc., however, it was discontinued in 2009, and while some studios still use it, it has mainly fallen to the wayside and Nuke is taking its place.

For most people, the closest thing to Nuke they will use is Adobe After Effects, which will allow you to do many of the same things as Nuke, but not nearly as robust or thoroughly.  After Effects mainly works with layers, much like Photoshop, giving the ability to place layers of effects over each other and blend them together.  However, this is actually very limited, and in the end, a Node-based network, like Nuke, is much better.  Both Nuke and Shake use node-based networks, much like Houdini as well.

The work I have been doing on Nuke is actually very fun.  I often have to go into Maya and separate a scene into passes, rendering only one portion of the image, from a specific object to a light, or even a mask, and then take these parts into Nuke, where I have to put them back together.  The advantage to this is that I can manipulate these elements in ways that are impossible or very difficult in Maya, giving me more control over my image.  These can be big changes, such as an overall hue shift for the entire scene, or something much smaller, like a tiny detail of an ambient shadow on a specific set of grapes.

Often, the node network will get rather cluttered, so it is up to the compositor to keep their work space organized, so when/if others have to work with it, they can understand with certain ease what all is happening.  I have heard horror stories about expert compositors who leave such a messy pile of spaghetti they call a node network that it literally took days to go through when handed off to someone else.  So recently, I have been working on keeping my networks organized and orderly.

Here is an example of a node network for a scene I am working on in one of my classes.  I did not make any of the scene itself, only split it into parts and composited it together again, adding ambient occlusion, color shifts, glows, etc.  While you can't see the names of the nodes at this distance, trust me when I say you can zoom in and see the names of every node easily identified.

Enjoy and keep pixellated!