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)




Monday, January 13, 2014

New Year!

Hey all!  This will be a short post.
First, I wanted to say Happy New Year!  Also, This is my last year at SCAD, as I graduate in the spring quarter (if all goes well).  Now that it is getting down to it, it is time for me to get an internship, apprenticeship, and/or job out in the real world.  So I am going to be preparing a new portfolio site, and putting together the best work I can to show.  I am also going to be attending the various career fairs and other events.  I will also be attending SIGGRAPH this year.  I just submitted my application for a Team Leader position, so here's hoping it gets accepted!
This quarter is supposed to be easier on me, but helping so many other people with their films is proving to make up for the easier class-load and I am already staying up late on assignments and deadlines.  Oh well, back to the grindstone.
Check out my latest update on my senior film blog, Last Light.  Got some cool new stuff up there.  Sorry about having to password protect my animatic, from here on out it is going to be getting too close to the final and I need to keep it from the public so I can prepare for film festivals.
So stay tuned for more work!  I'll leave you with a Sub Surface Scattering test I just finished that I think came out pretty good.  Still needs work on the highlight and bump, but it is a good first step.

No SSS (sub-surface scatter), lambert.

Adjusted SSS

Thursday, December 12, 2013

Gnomon School Master Classes

Hi everyone!  While we are all getting into a full Holiday swing, I have been busy with tutorials and projects, working from building ice and tree shaders to Maya dynamics and Sub Surface Scattering.  I am really hoping to get as much out of this break as I can, and one of the things that has come to my attention are the Gnomon Master Classes for 2013.

http://www.gnomonschool.com/master/2013/
 
These 14 classes are taught by leading professionals in the industry in Visual Effects.  They've done everything from commercials to video games like Star Craft II and films like Gravity.  These classes last for 2 weeks, and cover a wide range of topics, with private forums and 2 hour long HD tutorials with over 28 hours of instructions.  I know this is a little last minute, but I figured it would be better to post this now rather than later.

The best part is, if you can't make it every day for the instructions, you can come back later and watch all the videos as many times as you want!  So you won't miss out on much if you have family obligations.

But in case you need more convincing, check out this video:


Remember students get discounts as well!  So consider this a great opportunity to get some master classes from veteran Visual Effects masters!

I will post more of my own stuff soon as well.

Saturday, December 7, 2013

Maya Dynamics

Well this last quarter, I managed to finish strong, with an A in all my classes!  As for my overall grade, let's just say I'm doing very well, but for me it's more about learning the material, gaining new skills, and networking.  I love helping other people with their work, so during this break, I am collaborating with other students to work on different films.  I will have to take a week long break later on for Christmas, but I hope by then to have made a lot of progress of these films.  I don't want to stop there either when the projects are done and the break is over... I want to continue to collaborate on my own projects (or other people's projects) throughout the year and even after I graduate in the spring.  Wow, spring is just around the corner and with it comes my graduation!  I can't wait, but I am eager to learn more.  I guess it's time to get that internship/apprenticeship and find a job!
Besides working on projects this break, I am also learning a few new techniques with different software like Maya and Houdini.  Because my film is going to involve particles, I am trying to learn some particle engines and dynamics in both Houdini and Maya.  While I have done some basics particles and dynamics in Houdini before, I want to see if I can do it in Maya, to keep everything in one package and allow for better integration of the elements of my scene.  If in the end it proves to be too difficult, I will move back to Houdini and find a way of composting the effects together.
So for now, I have a Maya dynamics (not nDynamics) with gravity and rigid bodies that allow me to crash a brick wall with a wrecking ball.  This is only a test, so it is not fine-tuned with any amount of mass controls or whatnot.  Many of the bricks slide unrealistically across the plane because of this, and the weight isn't dialed in so they move a lot, but this is only a test.  I do find it funny that one of the bricks hits the screen; it was completely unintentional.  I'll post more of these as I work on them, and in the meantime I am also working on some new shaders and techniques for a different film.  I am trying to make an ice shader and add subsurface scattering to a character, as well as a rocky texture and a birch tree.







Check it out here.