Monday, 28 April 2014

Week 29: Mastronauts - projection continue


So I tried yet another tutorial and was getting similar effects...However, unlike being stretched vertically,it appeared to be the opposite. 



So I broke down the possible factors that could be contributing to this. I had gone through most of them in my head in the last tests but because this was slightly different from the others, I decided to go through them again.
It turned out that it was a simple error on my part (this time round) in that although the projection was coming from the projection camera, the render was viewing the projection from the perspective camera - despite the actual shot being from the projection cam...confusing. Nevertheless a very simple fix. Although I had checked this in the last tests, I had neglected to check it this time round.


Lambert texture again - affected by the light in the scene.


Surface shader - unaffected by lights in the scene.


Although I was naive in underestimating the task, it was not overly complicated (third time round). Nevertheless, what it has done is confirmed to me that this will be a rather complicated effect for the shot we will require. I'm unsure, with the complication of the shot, that we will manage to use this sort of method to do it successfully as there will be a moving camera, that moves through the scene. This means that the perspective of objects in the room will be changing, meaning a great deal of cameras and projections will need to be matched up to recreate the entire scene in this way.

The guys and I are meeting on Thursday though, so we will likely discuss this shot in more detail.

Thursday, 24 April 2014

Week 28: Mastronauts - Projection tests

For the transition between the library and the exterior shot, Tom, Kieran and I think that we may need to recreate the library with projected photo-realistic textures and I have been looking into this in further detail (after having done a great deal of it during the Going Live project).

We discussed simply having simplistic shapes to represent elements in the room and just projecting textures.





I've found myself following a number of tutorials to try and get this right, and although I know most of the issues I'm encountering must have simple solutions, none of the tutorials seem to cover them.

The first tutorial required the use of a locator (camera rig) to try and move the cuboid into place and match it to the image-plane as closely as possible.

Then came the projection stage:



I started off using a basic lambert shader but then realised that the light was messing with the believability.


I then moved on to using surfaces shaders as these are unaffected by lights in the scene.





The only issue I've had is getting the projected texture to sit correctly on the object. I think this will require a little further investigation. 








Monday, 21 April 2014

Week 28: Going Live - Progression of Ink Reveal

Just a wee progression of the ink reveal using the diffuse ink layer and the sunlight layer.
After my last tests, Tom suggested I have the ink look more watery/blurry as it appeared and to add a sort of ink wave to enhance the unveiling of the drawn map elements.

Sunlight layer - no ink

Ink reveal using matte

Added effects to create more watery-ink reveal

With ink wave

Thursday, 17 April 2014

Week 27: Going Live - The Rendering

So after mucking up with the renders first time, they were finally done (with a lot of help/fixing from Kieran).

Just a few steps in the process.


                         





Some of the layers (after being re-rendered).
AO

                                                               Depth

                                                             Eagle AO

                                                          Eagle Translucence
                                               

ID Pass

Subsurface Scatter

River Diffuse

Indirect

Sunlight


Monday, 7 April 2014

Holiday Shmoliday: Going Live - Ink Reveal with Rendered Layers


So, After I managed to have a rendering malfunction on the scene and it had to be sent of for a re-render, I used some of the existing layers to try out the inky/water colour reveal on the (what should have been) final renders of the shot.



After making a couple of mattes for the reveal, I tested the scattered-reveal first.



This was a more of a sweeping-reveal and was the preferred version for the director.

Wednesday, 2 April 2014

Holiday Shmoliday: Going Live - 3D Watercolour Reveal Tests

Here are a couple tests of the watercolour reveal in 3D.

The first one is the entire image sort of appearing from blackness. I don't think this is what was intended but I kind of liked it. It was also mentioned that there would be seconds of blackness in the beginning anyway, so maybe this could help fit the reveal in...just a thought really. This one is a little fast, but the speed can easily be changed.






The second is more like what I feel was expected from the reveal. The paper/ground would be present and then the text, lines and drawings of the map would appear in the watercolour style...(the idea is that the 3D will pop up into the scene so ignore that these elements are revealed in this too).






I could combine the both of these tests so that the paper could reveal and then afterwards the ink drawings and text on top, if this is preferred. Again, this is the first test using the same matte to reveal the elements, so there's plenty room for me to test this out a little further and do a bit of tweaking. (: