Showing posts with label lighting. Show all posts
Showing posts with label lighting. Show all posts

Wednesday, August 6, 2014

Leaving

Well tomorrow (err... today) is the big day.  I get all my stuff together and head out to Vancouver Canada to attend SIGGRAPH as a student volunteer this year.  I managed to make it last year, and here I am again this year.  Since I just graduated, this will be my last time as an SV, but it is an honor and a privilege to donate my time to this.
I will be updating my blog every day during the trip, and updating my twitter feed with pictures and the like, so be sure to look out for @PixeloftheDay, and check back here often!  In the meantime, I have to finish lighting some scenes and packing... no rest for the wicked... or the artist.

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!

Friday, January 31, 2014

A Study of Daylight

So our next lighting project is to make a time of day study and recreate it digitally.  Now we are not actually trying to mimic the exact lighting in the scene, that is we aren't re-creating the study digitally, we are supposed to do more with it.  We have to make an outdoor scene with a transition of light from across the day.  I'd love to do the entire day if I have the time, but that is a big 'if'.
The first step, of course, is to make the study.  Unfortunately, at the time that I was able to make this study, the weather did not cooperate with me, and clouds moved in to make the sunset completely overcast.  While this is a great study of ambient light, it isn't showing the sunset colors like I had hoped for.  However, I plan to take another study of the light at sunset when the weather clears (and I have the time.)
For now, here is my study, showing noon (winter time), dusk (overcast), "golden hour" (overcast), and dawn (twice).  I plan to add more to this soon, we'll see how it goes.
(These are photographs, not digital renders.)

Noon (Winter time)
Dusk (Overcast) 
Golden Hour (Overcast)
Dawn
Dawn (closeup)

Wednesday, January 22, 2014

Eggs-hausted!

Ok, it's 4 in the morning... and I JUST finished rendering my Egg project after a lot of hard work and fighting with my computer to render.  I just wanted to make a quick post to show the final product.  What I was supposed to do was make an image that looked like this:

Original Photograph

This is what I got (trust me, I'd spend more time on this if I could, but I am too tired and need sleep, and my back hurts...):

3D Render

Saturday, January 18, 2014

Eggs and Ice

So I've been busy working on various shaders and am moving onto lighting.  I have been working on Michelle Ionesue's senior film doing her texturing and lighting.  I have just finished a shader focusing on icicle stalactite/stalagmites in her cave scene.  It is supposed to have an eerie other-worldly feel to it, and I think I managed to get the feel she was going for.  Once I finish with the final tweaks on the textures, I am going to be moving onto the lighting for her scene.  I also have my film to texture and animate, and another friend, Raymond, who's film I'll be helping him texture and light.  And I am going to try to help with the 3D Group Project film as well.  Busy busy busy...
Other than that, I've been diving into the advanced Photorealistic lighting class.  This is promising to be a challenge, and is somehow both frustrating and fun at the same time.  The current project we are working on is to recreate a photograph of a bowl (or plate?) of eggs as accurately as possible.  I am struggling to get the lighting just right, but the biggest problem is trying to get the geometry just right, repositioning, resizing, reshaping, and adjusting every single object dozens of times and then fixing the lights and shadows.  It is far from perfect right now but I am well on my way with it.  I want to make this look as close to the original photograph as possible.
So I leave you with 2 images, one of my eggs, and the other of my ice shader.    Enjoy! (Updated)




Thursday, October 17, 2013

Snow globes

Just in time for Christmas.... oh wait, isn't there another Holiday or 2 between now and then?  Ah who cares about those holidays, we all know the only holiday that counts is the one where people spend the most money.  At least that's what stores seem to think.  Honestly I love Halloween and Thanksgiving, but for my latest project in my Renderman class (VSFX 319), we had to model snow globes.  While one girl in class actually did do a Halloween themed snow globe, I couldn't help but equate snow globe with Christmas.  So I decided to model Santa's Workshop.

The assignment was specifically to learn IBL (Image Based Lighting), which is a way of taking a very specific image (HDRI) of an environment and putting it in a scene, allowing the computer to calculate the lighting of the scene based on the values in the image.  It's kind of like taking an environment and putting it into your scene.  Sounds magical, but it is really not going to look right.  Imagine taking motion capture data and just leaving the raw data on the character and displaying that in a movie... it doesn't look good, trust me.  Animators need to adjust and tweak and fix the raw data into something that looks good and suitable for the character.  Just like that, I have to take this IBL and tweak it, add lights, adjust values, etc. to make the lighting look realistic like the object belongs in the scene.

We also had to use a specific Global Illumination technique, and actually got to play with 2 methods of it.  One uses Point Clouds to calculate illumination and occlusion, while the other uses ray tracing.  The point cloud based method is faster, stores the data to speed up processing later on, and developed by Pixar, but prone to inaccuracies.  The raytracing method is longer, but more accurate.  I used a hybrid technique where I raytraced, and then stored the data to speed up the processing.  It took about an hour and a bit to render these, but it was surprising to see some students with render times ranging from 20 minutes to over 4 hours!

I haven't quite dialed in the lighting all the way yet, and I am still working on the camera focal length (so expect more updates on this one later), but for now, I am relatively pleased with the results of my work, but I'm not going to leave it there.  For now, though, enjoy these three images.  Ho ho ho.




Saturday, October 5, 2013

SCAD Generate 2013

Hey everyone!

So I just finished a competition for art students here at SCAD Atlanta, called Generate.  It is a 24 hour challenge where each department gets sponsored by a different company and we have 24 hours to break into teams and create an original work based on their criteria.  They often give prizes, free food, and have a lot of fun.  We had trivia (which we were surprisingly bad at), which helped lighten the mood, and waaaay too many sugary foods.

All that aside, our team was part of the Visual Effects challenge.  But why is an animation major taking the VFX challenge you ask?  Well this year the VFX department added a Technical Direction challenge which was right up my alley.  Our goal was to spend 24 hours making an environment for a character.  We didn't need to include the character, but we did have to describe the character.  We had to include an element of animation and part of our project had to use Houdini in some aspect.  Our character was a woman named Fern who lived in 1945 in Paris, France.  She has been getting lettings from her husband, a soldier in the war, and the last letter promised to meet up with her at the cafe they first met at.  Fern waits for him at Cafe Maison, but he never shows.

Sad, I know, you can blame me, I came up with the sappy details.  And I did a ton of work on this with 6 other students, all contributing their skills to the project.  Nicole and I were the two Houdini artists, so we made a billowy smoke effect for a blown out candle on the table, but she really did all the work there.  I was mainly in charge of making sure the work got divvied out and shaded most of the glass work and such.  I was also the only one who had significant experience in Nuke, so I was given the challenge of compositing the project with literally minutes till the deadline.  I had a TON of fun, and we managed to finish a rather complex scene in JUST under the wire.

While I would love to say more, for now I will leave you with a single still image of one of our two shots.  I know it isn't perfect yet, but with a little more work (and a LOT more sleep), it will look amazing!  Enjoy!


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.




Tuesday, September 17, 2013

Fall 2013, SCAD

Well I took a bit of an hiatus during the summer, but I'm back, and ready to go!  The first day of classes started this week, and it is going to be an intense quarter.

First, I have actually been doing some work over the summer, collaborating with others and planning things out.  I did manage to finish one book, and start another (look at the Dresden Files), finished a slew of games, volunteered at SIGGRAPH 2013 as a Student Volunteer, visited Downtown Disney in Anaheim, and helped my brother move into a new house many states away.  I am currently working on putting together a collaborative short animation to do for fun, but the majority of the work will start next summer, since I now have a huge animation project to continue.

This quarter at SCAD, I am taking a Models and Shaders programming class, which teaches Pixar's Renderman, and i am super excited!  I also have a Photography class; always a good way to expand your horizons and get a different view of lighting and composition.  Finally, I am taking Senior I, which is actually the second out of 4 classes dedicated to working on the senior film at SCAD.  The first class was Concept development, followed by 2 quarters of production (Senior I and II), and finally finishing with Post-Production.  I am also helping a few others with their projects, trying to get more lighting and texturing/shading behind my belt.

Since we are starting actual production now, and I already have some people interested in helping with my project, I am using a free online tool called Trello to keep organized.  It works on any web browser, plus it has apps for my iPad and iPhone!  If you are ever working on a project, especially a collaborative one, check it out!  It even connects to Google Docs and Dropbox.  I am also creating a new blog to chronicle the development and production of the short.  I have added a new tab to my blog, but you can also check it out at LastLightFilm.blogspot.com.

So for now I will leave you with a picture of a lantern I've been working on for another senior project by Michelle Ionescu.  I'll post a link when I get one from her.  I mainly focused on the glass, getting a bumpy frosted glass feel.  Enjoy!


Thursday, May 30, 2013

Shaders and Textures Final (TECH 311), part 1

Another sleepless night, but that is expected during Finals week at SCAD.

Today, I have for you all my final from my Shaders and Textures class.  In short, this is a class that teaches how to make objects looks really cool with textures and a realistic reaction to light.  So you'd think the final project in this class would involve making some photo-real objects, but it isn't.  In fact, it is quite the opposite.

Our final was to use a non-traditional shading technique to make something that looks 2D in a 3D world.  We aren't talking toon-shaders, but something more advanced.  Our in class assignment was to make it look like a drawing, and still have a reaction to light.  As you can see here, the sketchy pencil marks really help make this scene look drawn, but it is in fact 3D.

So for my project, I decided to do a painting.  Specifically, I wanted to make an homage to one of my favorite artists, Vincent van Gogh, and his most famous painting, Starry Night.  In order to make this project, I got the assistance of my beautiful wife to help me literally paint with Acrylics (because I don't have nor know how to use oil paints) onto Bristol board and scanned into a computer.  I then manipulated the scans, adjusting colors and tiling the images and such.  From there, I input them into Maya, did a lot of adjustments, and placed them inside various procedural textures which add a lot to the render to make it look like more than just a bunch of flat strokes.  The scene I chose to do is, in fact, a direct homage to Starry Night, which is not as well-put-together as I would like, but I will play with that later.

I am also working on animating this scene with a camera pan through the painting.  I tried this already, but I forgot to bake in some of the textures, which messed up the sequence.  Once I fix this as well, I should have a pretty cool short flying out of a painting.

So for now, enjoy my rendition of a 3D Starry Night.


And now... SLEEP!

Monday, May 27, 2013

Photography Final

So today, I delivered a presentation for my Photography final.  In short, my assignment was to research an existing Photographer, and as I mentioned n a previous post, I decided to research Michael Eastman.  Specifically, I decided to try to capture the feel of 2 of his projects, Urban Luminosity and Vanishing America.  My project is called City and Country, and is meant to show a contrast between images of the city life and country environment.

For the City side of my project, I took pictures around Atlanta, including the beautiful Hyatt Regency hotel, and outside The Loft.  In all, I took about 160 images of this set, but for the final project, I had to choose 5.  I already posted several favorites that didn't make it into the final project, and I may add some more later.  These images were all designed to focus on the transmission and reflection of light, with a low ISO for high quality, and long exposures to catch as much detail as I could.

For the Country half, I went to Pendelton, South Carolina,  where I visited the historic areas and went off the beaten path to a few other areas, including an old train yard that was falling apart and covered in rust.  It was my favorite place to take pictures, but I started to run out of time as the sun was setting and the last few images got too rushed.  In the end, I took over 200 images from Pendelton, and chose 5 for my final, although I will post more later that really loved but didn't make it into the project.  These images mainly focused on the textures and wear/aging of the objects and locations.

I did do Photoshop editing to these images as well, to try to match the aesthetic Eastman uses, or something similar at least.  For his Urban Luminosity, he would saturate colors, clean up the dirt/debris (but not completely), and present a clean and vibrant image with patterns and colors boarding on the edge of abstract.  I cleaned up the majority of my City shots where I removed distracting dirt/debris, while enhancing colors.  For Eastman's Vanishing America images, he would often darken and enhance the sky, desaturating it while increasing the contrast and details.  Other than working with the sky, I would apply a slight desaturation (using an adjusted "Black and White" adjustment layer at low opacity) and bringing details back into the highlights of the image.  There is a huge advantage to working in 16bit with camera raw, which allows for HDR images and really pulling in the details lost in shadows and highlights.  While none of these are actually HDR in my final, I did bracket my images which will allow me to get HDR out of them, and I did work with HDR on a few that didn't get into the final.  I will be presenting more of these later.

Enjoy!











Monday, May 13, 2013

Photo Preview

Today I have for you a preview of my final project in my photography class.

The final project in this class is to take a photographer (or other artist), and either try to mimic their style and work, or improve on it.  Since I would rather learn from others, and not show them up, I chose to mimic a photographer.  After much searching, my wife and I found Michael Eastman.  Michael Eastman began taking pictures in 1972, and his work is really impressive!  He has done a series of different subjects, from Americana to horses to abstract to Cuba.  His images have a certain aesthetic appeal I really like, and I find that his study of reflective, refractive, transmitting of light in a city at night is intriguing, bordering on abstract, but with a certain sense of place.  You look at things you see everyday in a new way, or at things people never notice at all that's right in front of them.

Usually his images are of textures and play of light.  I have to wonder how he gets into all these places, but I really enjoy his work.  I spent the better part of a weekend (with some planning beforehand) taking pictures around Atlanta.  Here is a preview of some of these images.

I will also be using a similar aesthetic to follow is Vanishing America series, contrasting the big city with rural country.

In the end, I have to pick a grand total of 10, so that's around 5 for each study.  But what I really care about in this is keeping consistant with te aesthetic and building some good photography samples for my demo reel.

Enjoy!






























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!


Monday, May 6, 2013

Beginnings of a film

Today, I want to briefly talk about what the rest of my time as SCAD is going to be dedicated toward.  While I will still take pictures in Photography, Lighting, and so forth, I have to make a senior film, a project that showcases my work.  As thus, I have started working on a story that allows me to focus on lighting and compositing.  I have been working on some updates this this as well, and hope to have some of them in a new animatic before too long.  I want to add a particle effect to the main character, as well as reworking the story a little for a better flow.
Until I have the time to get these changes in here, this is my current animatic.  As soon as I get the changes in place, I will post a new one, and will probably be posting a new blog dedicated to the film as well later on.  So for now, enjoy this short animatic.  If you have any questions or suggestion, feel free to leave them in the comments.

Saturday, April 27, 2013

Oppa Film Noir Style

Heyyy.... Jeff Bailey....

*Ahem*  Sorry about that, Psy got in my head just now.
So you're back for another round of Pixel of the day?  What will you see this time?  More ants?  Another soda bottle?  More cats?  (Doesn't the internet have enough of them?  CAN the internet have enough of them?)
No... not this time.  Today I will present to you a simple picture of I made last quarter mimicking the Film Noir style of the 1940's and 50's.  In other words, black and white, hard light, lots of dark shadows, with dark and serious themes.  This used models all of which I modeled myself.  In fact, I modeled these for a previous scene for the character of Harry Dresden, which was a fun project, and I may update with better lighting for a future submission.
So for now, enjoy my Film Noir inspired image.


Thursday, April 25, 2013

Houdini -- It's magical!

So I'm a few minutes late, big deal.  I'm still awake, so it's still Wednesday to me. :P

Today I will briefly talk about Houdini, a program made by a company called SideFX.  "But David, what is Houdini" you ask?  To put it simply, it is a 3D package (program) that uses nodes and a nearly non-destructive workflow.  This means you can create a complicated scene with a variety of complex objects, and still go back to the very first shape you made and change it, without messing up anything else, and all the changes you make go down the line and affect the final outcome.  It is nearly non-destructive, because you can go back and mess with your work at any point in the history of making that object, except certain things you do WILL break your setup.  Regardless, it is a wonderful program, and it is mainly used in visual effects for things like particle effects and dynamics and the like.  It can be really complicated, and I haven't gone into all of that yet, although I have touched on particles and dynamics.
So this scene here is one I created last quarter.  It is a still life of an image I shot myself which uses a single light source.  I wanted to copy the image as closely as I could, but I feel it is still a work in progress.  Hopefully I will have an update to show everyone before too long.  So for now, enjoy my still life.



Monday, April 22, 2013

Story telling through light

So another close call, but Day 4 is here.

This time I will show you 6 images, 3 drawn and 3 rendered in Maya, which depict a story through lighting.  The drawn images are the initial concepts, while the 3D renders are the final results.  I did not model or texture this character (Morpheus, and Blake), nor did I model the church (but it needed HEAVY editing), but I did model and file texture the alleyway and gun.  Enjoy!