at last we made it... something to be really proud of people..
A higher resolution version of our finished piece is at:
http://www.benfx.com/filmsforyou/connex.html
you can also download it from there.
get some rest, for the carnage on Thursday..
ben.
Tuesday 18 March 2008
Saturday 15 March 2008
Okay, One day to go, Lot's to do.
Shot 04: Try without chops - Rerender Shadows - Cleve
Shot 09: Final Comp - Ben
Shot 11: Color Correction on Particles - Junaid / Cleve
Shot 14: Extra Chop on Beat - Better Pipe Integration - Coen / Oli
Shot 16: With Staircase - Recomp - Coen / Cleve
Shot 20: Sky Color - Tom / Coen
Shot 21: Extra Chop - Coen + Chops on Walls
Shot 22: Shorter + Final Comp - Cleve / Ben
After that Another Quickcomp to see how it fits. Next final color grading and final edit.
Main Priority is to keep sunrise - sunset feel. Start Color is perfect. End color is perfect. Get middle part as a transition. More overall color. Smoother flow.
Shot 04: Try without chops - Rerender Shadows - Cleve
Shot 09: Final Comp - Ben
Shot 11: Color Correction on Particles - Junaid / Cleve
Shot 14: Extra Chop on Beat - Better Pipe Integration - Coen / Oli
Shot 16: With Staircase - Recomp - Coen / Cleve
Shot 20: Sky Color - Tom / Coen
Shot 21: Extra Chop - Coen + Chops on Walls
Shot 22: Shorter + Final Comp - Cleve / Ben
After that Another Quickcomp to see how it fits. Next final color grading and final edit.
Main Priority is to keep sunrise - sunset feel. Start Color is perfect. End color is perfect. Get middle part as a transition. More overall color. Smoother flow.
Thursday 13 March 2008
Monday 10 March 2008
Rendering
Passes:
AO using clay material and 3 area lights, one of them set to environmental
Light using clay material, in the same pass as AO
Shadow using clay and one of the are lights
Z-Depth using Phil's Z-depth shader
Diffuse using Alu shader use Diff preset
Reflective using Alu shader use Refl preset
Spec using Alu shader use Spec preset
Light_Diff Alu Shader use Beaty preset
All the passes using the Alu shader uses Tom's lightrig. Ask him or me how how to use it if you have any problems. Ask everything regarding the light, AO etc. to Cleve.
The target is to get the first four passes set-up and rendered overnight today!
Tomorrow we will do the other passes
After that some people will start start comping, others set-up passes for the chops
For reflections make a sphere and load in an appropriate BLURRED picture to a constant shader. Wrap it around the sphere and set it to phantom. Assign the ALU reflective material to everything in the scene and make sure the lights are off.
Every houdini file should be saved independently according to it's pass. Render out an ifd sequence for every pass and make sure you specify the output's picture name in houdini before rendering out the ifd's. In your shot directory (shot_*/houdini) make an ifd directory and a render directory. Point the output picture to you render dir and the ifd sequence to the ifd dir. inside the dirs make sure you have the appropiate passes set up ie specular, AO etc.
Junaid: 11, 21, 20
Cleve: 4, 3, 13, 14
Oli: 10, 6, 14, 15
Tom: 5, 9, 12
Ben: 23, 22, 9
Coen: 17, 18
AO using clay material and 3 area lights, one of them set to environmental
Light using clay material, in the same pass as AO
Shadow using clay and one of the are lights
Z-Depth using Phil's Z-depth shader
Diffuse using Alu shader use Diff preset
Reflective using Alu shader use Refl preset
Spec using Alu shader use Spec preset
Light_Diff Alu Shader use Beaty preset
All the passes using the Alu shader uses Tom's lightrig. Ask him or me how how to use it if you have any problems. Ask everything regarding the light, AO etc. to Cleve.
The target is to get the first four passes set-up and rendered overnight today!
Tomorrow we will do the other passes
After that some people will start start comping, others set-up passes for the chops
For reflections make a sphere and load in an appropriate BLURRED picture to a constant shader. Wrap it around the sphere and set it to phantom. Assign the ALU reflective material to everything in the scene and make sure the lights are off.
Every houdini file should be saved independently according to it's pass. Render out an ifd sequence for every pass and make sure you specify the output's picture name in houdini before rendering out the ifd's. In your shot directory (shot_*/houdini) make an ifd directory and a render directory. Point the output picture to you render dir and the ifd sequence to the ifd dir. inside the dirs make sure you have the appropiate passes set up ie specular, AO etc.
Junaid: 11, 21, 20
Cleve: 4, 3, 13, 14
Oli: 10, 6, 14, 15
Tom: 5, 9, 12
Ben: 23, 22, 9
Coen: 17, 18
Saturday 1 March 2008
Group Meeting 2 march 2008
Two weeks left and a lot to do. We're good on track though. Now all of the motion is in place we need to specify our jobs and stick to specific tasks. Our goal is to have everything in place by Wednesday. So we can show the speed, paste etc. to the tutors and make changes if necessary. Here's the list we agrees on:
____________________________________________________________________________________
Since we have new particle shapes everyone needs to apply these to their shots as soon as possible.
Once you did this save the particle animation as a bgeo sequence and store it on the server along side the shot. Same goes for the RBD's and Chops.
The directory listing is as follows:
smb://dawkins/connex/CNX_Global_Assets/Data/3D_Assets/Publish/shot(*)
With as subdirectories RBDS, CHOPS, PARTICLES and the scene file in the main folder. Make sure to stick to this, it will make it easier for loading and finding files.
When everyone finished their shots (in terms of movement) start with your specific task:
Cleve: Compositing to 3d Light/Rendering. Finish shot 14, 15, 3
Ben: Particle Flow shot 22,23 and 6. After that help Oli with the RBD's
Junaid: Particle Flow shot 20, 21, 18. After that help Cleve ant Tom
Tom: Shot 10, after that start with Light/Rendering and Compositing
Oli: RBD's on shot 6, 10, 13, 24.
Coen: Chops on particle scenes and Finetuning movement
___________________________________________________________________________________
That's it, good luck!
Cheers Coen
____________________________________________________________________________________
Since we have new particle shapes everyone needs to apply these to their shots as soon as possible.
Once you did this save the particle animation as a bgeo sequence and store it on the server along side the shot. Same goes for the RBD's and Chops.
The directory listing is as follows:
smb://dawkins/connex/CNX_Global_Assets/Data/3D_Assets/Publish/shot(*)
With as subdirectories RBDS, CHOPS, PARTICLES and the scene file in the main folder. Make sure to stick to this, it will make it easier for loading and finding files.
When everyone finished their shots (in terms of movement) start with your specific task:
Cleve: Compositing to 3d Light/Rendering. Finish shot 14, 15, 3
Ben: Particle Flow shot 22,23 and 6. After that help Oli with the RBD's
Junaid: Particle Flow shot 20, 21, 18. After that help Cleve ant Tom
Tom: Shot 10, after that start with Light/Rendering and Compositing
Oli: RBD's on shot 6, 10, 13, 24.
Coen: Chops on particle scenes and Finetuning movement
Target for Wednesday:
Complete edit including playblasts of the final motion in every shot!___________________________________________________________________________________
That's it, good luck!
Cheers Coen
Wednesday 27 February 2008
Particle Stream Basic Asset
Hi Folks,
Particles Stream asset for the basic simulation without path is done. To add some basic turn to the particle, You can create a cylinder geometry cage for particle and use that geometry as a collision and adjust the avoidance parameters to get smooth avoidance result rather than bouncing. It works fine i have tested.
I have copied the olt file on server its called "Particle_Stream.otl" and also forwarded the file as an attachment to our connex.made@gmail.com account.
Cheers,
Junaid.
Particles Stream asset for the basic simulation without path is done. To add some basic turn to the particle, You can create a cylinder geometry cage for particle and use that geometry as a collision and adjust the avoidance parameters to get smooth avoidance result rather than bouncing. It works fine i have tested.
I have copied the olt file on server its called "Particle_Stream.otl" and also forwarded the file as an attachment to our connex.made@gmail.com account.
Cheers,
Junaid.
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