That's gotta be the longest title this blog has had.
Hopefully one of the shortest content: A few things we missed in the 2nd render pass. I've re-rendered shot 5 and 29 tonight, but there's still the following to fix:
shot29 STILL has orange rendered without smoothing. Double-ultra-mega-check this.
shot31 is missing the last few frames of the shadow pass - they may be on a computer @ uni somewhere
shot38 needs orange amb
There's several compromised shots, but with the magical power of compositing, nobody will notice. Except me. But I have a terrible memory. So I'll forget. Then the movie will be awesome. Yeah.
Done comping for tonight. Show up for sound tweaking Saturday evening, we'll have all the shots rendered before 5, and edited before 6. So there.
Showing posts with label compositing. Show all posts
Showing posts with label compositing. Show all posts
Thursday, October 21, 2010
Sunday, October 17, 2010
Re-Renderisation
The first rough comps are done!
But there's nothing to show because:
a)
I haven't added the skies yet, so it's pretty useless rendering them out at this stage...
...and b)
shot01 needs shadow pass from 153-250 & rain
shot02 needs rain
shot03 needs fixed bg amb from 85-105
shot03 needs legs frames 109 & 152 re-rendered
shot03 also needs rain
shot04 shadow pass needs legs added for 20 frames
shot04 needs rain
shot05 rendered with wrong camera - rerender
shot05 needs rain
shot06 needs rain
shot06 - check shadow calculations
shot08 blue beauty missing frame 16
shot08 blue needs to be smoothed
shot10 ambient pass has barbed wire
shot10 blue needs to be smoothed
shot14 missing most passes
shot19 amb has barbed wire
shot20 may have lower smoothing on blue - check
shot22 has light in character amb
shot23 has incorrect shadow pass
shot23 orange needs smoothing
shot25 gun is not separate to character layers
shot26 has no zdepth
shot27 also missing depth
shot29 has incorrect shadow pass & no zdepth
shot29 orange needs to be smoothed
shot30 has incorrect shadow pass
shot30 - can blue be smoothed more?
shot31 needs blue added to shadow & zdepth pass
shot32 has incorrect shadow pass
shot32 needs orange's hand & dead hand added to shadow & zdepth
shot33 needs more amb frames, or lose the photo…
shot38 has no shadow & zdepth pass
shot38 needs orange pass
shot38 has wrong wallet UV layout
shot38 render passes need to have uniform lengths i.e. 1-160 wallet, 1-150 bg & 1-200 shadow
shot39 amb has wrong texture
shot40 bg amb has wrong texture
shot41 rendered from wrong camera
shot42 needs new wallet texture
shot43 missing texture
shot44 bg amb has wrong texture
shot44 - try optimising orange's eyes & brow
I think that's all of it. We'll get busy with that soon, yeah?
But there's nothing to show because:
a)
I haven't added the skies yet, so it's pretty useless rendering them out at this stage...
...and b)
shot01 needs shadow pass from 153-250 & rain
shot02 needs rain
shot03 needs fixed bg amb from 85-105
shot03 needs legs frames 109 & 152 re-rendered
shot03 also needs rain
shot04 shadow pass needs legs added for 20 frames
shot04 needs rain
shot05 rendered with wrong camera - rerender
shot05 needs rain
shot06 needs rain
shot06 - check shadow calculations
shot08 blue beauty missing frame 16
shot08 blue needs to be smoothed
shot10 ambient pass has barbed wire
shot10 blue needs to be smoothed
shot14 missing most passes
shot19 amb has barbed wire
shot20 may have lower smoothing on blue - check
shot22 has light in character amb
shot23 has incorrect shadow pass
shot23 orange needs smoothing
shot25 gun is not separate to character layers
shot26 has no zdepth
shot27 also missing depth
shot29 has incorrect shadow pass & no zdepth
shot29 orange needs to be smoothed
shot30 has incorrect shadow pass
shot30 - can blue be smoothed more?
shot31 needs blue added to shadow & zdepth pass
shot32 has incorrect shadow pass
shot32 needs orange's hand & dead hand added to shadow & zdepth
shot33 needs more amb frames, or lose the photo…
shot38 has no shadow & zdepth pass
shot38 needs orange pass
shot38 has wrong wallet UV layout
shot38 render passes need to have uniform lengths i.e. 1-160 wallet, 1-150 bg & 1-200 shadow
shot39 amb has wrong texture
shot40 bg amb has wrong texture
shot41 rendered from wrong camera
shot42 needs new wallet texture
shot43 missing texture
shot44 bg amb has wrong texture
shot44 - try optimising orange's eyes & brow
I think that's all of it. We'll get busy with that soon, yeah?
Electric Feel
This is a test of the electric bzzt n shit for shot 30. I think that's pretty cool, what do you guys think?
Crosshares shot 30 test
Crosshares shot 30 test
I have some more epic
I was compositing away, and shot 26 struck me as very... well... striking, for want of a better word. I'm twiddling with some colour correction along John's suggestion, what do you guys think?

Kind of emotive, isn't it?
Oh, and yes, we're missing a few vital things in some of the renders. I'm making a list. Should be easy fixes.

Kind of emotive, isn't it?
Oh, and yes, we're missing a few vital things in some of the renders. I'm making a list. Should be easy fixes.
Wednesday, September 22, 2010
Stock footage rain
Crosshares shot 3 test 2.
Woo! Explosions!
I got the shadow pass to work without taking 2 hours to render per frame (thank f for that,) and Z depths... to an extent.
The tree looks like this:

Which in turn, looks like this:
Crosshares Rendering Demo.
Wednesday, September 15, 2010
Where would we be without shakes?
What would our film look like if we didn't have shake? Something like this:

And here we are in the land of dystopian green. There's a few errors to address pointed out in the image below...


...now comment, you bastards!

And here we are in the land of dystopian green. There's a few errors to address pointed out in the image below...


...now comment, you bastards!
Tags:
compositing,
experiment,
orange,
render,
soldier,
texture
Tuesday, September 14, 2010
Deglossed around the edges
Here's a new version: better reflections, slightly dodgy AE comp instead of Shake... Animation isn't quite as embarrassing this time...
Refined rendertest...
Shadows need to be tweaked to an agreed level. This is much less on the stylized purple, more to a darker blue.
Bugger'd hand and dodgy textures fixed too. Reflection now only on the outer gloss at about 0.2 reflectivity. Shiny.

H264 compression washes out the colour something fierce.
Refined rendertest...
Shadows need to be tweaked to an agreed level. This is much less on the stylized purple, more to a darker blue.
Bugger'd hand and dodgy textures fixed too. Reflection now only on the outer gloss at about 0.2 reflectivity. Shiny.

H264 compression washes out the colour something fierce.
Tags:
animation,
blue,
compositing,
environment,
experiment,
render,
soldier,
texture
Thursday, September 9, 2010
How to renderlayers...
Rendertests engaged...
Prepare to be marginally amazed:
Shot 32 rendertest.
Whatcha think?
This render took about an hour and a half for 130 frames, split into:
1 background beauty pass
1 background amb occlusion pass
1 sky texture a la Brad
130 character beauty pass frames
130 character amb occlusion frames
There's 1 directional light for key (colour white, intensity 1,) fill (80% grey,) rim, shadows (raytraced, 1 degree, 5 depth)... and 1 omni for a little face detail (0.2 intensity, specular on, shadows off).
I don't have any clever naming conventions or path structures yet, but in theory this is gonna work quickly and painlessly. Comp'd in Shake with a bit of blur and distance fog.
W00t!
ALSO!!
Watching this at the proper framerate, I realise this particular animation sucks some serious testicles. I'll be redoing a lot of animation and religiously playblasting - just to get it absolutely perfect.
And Neil, check out his wrist. We'll need to repaint those weights a little, I know Orange has something with his finger too...
Shot 32 rendertest.
Whatcha think?
This render took about an hour and a half for 130 frames, split into:
1 background beauty pass
1 background amb occlusion pass
1 sky texture a la Brad
130 character beauty pass frames
130 character amb occlusion frames
There's 1 directional light for key (colour white, intensity 1,) fill (80% grey,) rim, shadows (raytraced, 1 degree, 5 depth)... and 1 omni for a little face detail (0.2 intensity, specular on, shadows off).
I don't have any clever naming conventions or path structures yet, but in theory this is gonna work quickly and painlessly. Comp'd in Shake with a bit of blur and distance fog.
W00t!
ALSO!!
Watching this at the proper framerate, I realise this particular animation sucks some serious testicles. I'll be redoing a lot of animation and religiously playblasting - just to get it absolutely perfect.
And Neil, check out his wrist. We'll need to repaint those weights a little, I know Orange has something with his finger too...
Tags:
animation,
blue,
compositing,
environment,
experiment,
render,
rigging,
sfx
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